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''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.
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{{back}}[[Category:Development]]
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Being the original game in the series, ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' went through a number of concepts and changes through its development process. What follows is a collection and summary of what that entailed.
  
==Development Process==
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==Development process==
  
[[File:Sonicguide4.jpg|thumb|190px|A collection of images of [[Sonic the Hedgehog]] drawn during the creation of the first game. From the [[Sonic the Hedgehog Material Collection]].]]
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[[File:GD Sonic 1 Yuji Naka.png|thumb|A 24-year old [[Yuji Naka]] working on what would become ''Sonic the Hedgehog'', taken for a February 1990 news report.{{ref|https://web.archive.org/web/20180624094921/https://twitter.com/nakayuji/status/1010556110690922497|quote=Big discovery! ! Sonic the Hedgehog  initial development site.Sega R&D news footage of February 1990. Sonic's ground collision is shown on the screen. This is 24 years old Yuji Naka.}}{{ref|https://web.archive.org/web/20211015041542/https://twitter.com/nakayuji/status/1407614552074637314}}]]
Though [[sega:Sega|Sega]] had received marginal success with their first mainstream videogame console, the [[sega:Sega Master System|Sega Master System]], it was unable to compete with the Nintendo Entertainment System, the console that not only saved the videogame market in the United States but defined an entire generation of gamers. Wanting to become more than just a name known for arcade hits and become a major player in the gaming world, Sega released their entry into the 16-bit wars, the [[sega:Sega Mega Drive|Sega Mega Drive]] in October 1988 in Japan. Premiering in the United States the following January, the executives knew there was still an essential element missing from the equation that would push them beyond both the NES and its upcoming successor, the Super Nintendo.
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The year was 1990. While [[sega:Sega|Sega]] was doing well in the arcades, little ground had been gained in the home video game market. Competing with [[sega:Nintendo|Nintendo]] during the previous seven years, not even the launch of the [[sega:Sega Mega Drive|Mega Drive]] could shake the ninety percent dominance{{fileref|UltimateHistoryofVideoGames Book US.pdf|page=320|quote=Though it was a more powerful unit, Sega's Master System, marketed as
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the Mark III in Japan, had not fared well in that country, where Nintendo controlled more than 90 percent of the market.}} the Nintendo Entertainment System had. Sega's then-current mascot, [[sega:Alex Kidd|Alex Kidd]], had done little to convince the general public to invest in their hardware. Feeling it was important to have a strong mascot that not only defined Sega but could also directly compete with the ''Super Mario Bros'' series, an internal competition was held. Open to anyone who worked at the company, roughly 200 character designs were drawn up, submitted for consideration.{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}}
  
Although Sega had a mascot in the form of [[sega:Alex Kidd|Alex Kidd]] during the Master System days, the franchise had never gained the momentum they had hoped for. Realizing the importance of having a strong, central franchise, Sega began an internal competition across all of its branches to create the company's answer to the Super Mario Bros. For months, numerous character designs were drawn up by an untold number of people, ranging from American wolves to overall-wearing chickens. In the end, it came down to the handful of drawings from a man named [[sega:Naoto Ohshima|Naoto Ohshima]]. Having previously been involved in the design of the ''[[sega:Phantasy Star|Phantasy Star]]'' series, it was his entries that stood out the most. In various interviews that have described the story, there were four main designs that stood out: a gray rabbit, an armadillo, a round man with a large mustache, and a hedgehog character. It was the latter of these that would ultimately win the competition, and the world of [[Sonic the Hedgehog]] was soon to follow.
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It was during this time that [[sega:Yuji Naka|Yuji Naka]] was looking for his next assignment within the company. After the cancellation of ''[[sega:Metal Lancer|Metal Lancer]]'', Naka wanted to program and design a racing game. Hoping to get the chance, he drafted up a list of game genres he wanted to work on, the racer taking the number one spot. Sending the memo to his boss, it was the final game on the list - "an action game to challenge Mario" - that caught the attention of Naka's superior.{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} At the same time, designer [[sega:Naoto Ohshima|Naoto Ohshima]] was busy trying to come up with his own proposal for a video game. Influenced by his time working at an advertisement company, one of Ohshima's early goals was to create a character that could "go far beyond just being a video game character."{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 97}} One of these concepts, entitled ''Twin Stars'',{{ref|https://web.archive.org/web/20230121173900/https://twitter.com/NaotoOhshima/status/1616849524710068227}} featured a speedy character that could run around loops.{{ref|https://web.archive.org/web/20230122053433/https://twitter.com/NaotoOhshima/status/1616876578339958784}}{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}} Showing what he had worked on to his boss, he had a hard time getting consent to work further on the proposal.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 97}}However, he was told that the only person at the company who might be able to program such a game was Yuji Naka.{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}} When Ohshima learned that Naka was free, he approached his fellow ''[[sega:Phantasy Star|Phantasy Star]]'' alumni, asking if he would work with him on the game concept.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}}
  
The character, originally called [[Mr. Needlemouse]], was from the get-go meant to be a reflection not only of Sega, but of the United States. At the time, it was believed that if a franchise was to become popular in the U.S., it would automatically succeed in Japan as well. Using cues from such well-known American cartoons as Felix the Cat and Mickey Mouse, "Mr. Needlemouse" gradually morphed into "The Most Famous Hedgehog in the World." While the blue hue of the character was a reflection of the company's logo, it also drew inspiration from another famous American creation - Santa Claus. The red and white suit of Father Christmas was used as the basis for the red and white color scheme of Sonic's iconic footware, while the physical design (buckle included) was inspired by Michael Jackson, the biggest pop star of the 1980's.  
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The idea of a fast paced game intrigued Naka, and it didn't take long for him to accept. Quickly, the pair got to work. On the programming side, Naka found himself influenced by two prominent titles, the first being ''[[sega:Ghouls'n Ghosts|Ghouls'n Ghosts]]'', which Naka had recently ported to the Mega Drive. The way the player could traverse smoothly across a flowing landscape{{ref|1=https://www.youtube.com/watch?v=fHkosWFNRko}} was something he wanted to capture, but at speeds far higher than what that title was able to achieve. The second game that influenced the thinking of what would become ''Sonic'' was the original ''Super Mario Bros''.
  
Though Ohshima was responsible for the creation of the hedgehog, he was only one member of the 15-strong team of Sega's AM8 division. Reuniting with the programmer of ''Phantasy Star'', [[SEGA:Yuji Naka|Yuji Naka]] became responsible for creating the game engine Sonic the Hedgehog would run through. Before the character of Sonic had won in the internal competition, the idea for the gameplay was of a character that would pick up items and throw them at enemies. This gameplay, partly inspired by the rabbit character, would have had him use his ears to pick up the items. However, using his own inspiration for his love of fast vehicles, Naka pushed the engine more and more, wanting the character to become faster. Realizing the entire mechanic of having to pick up items and throwing them slowed the entire experience, the idea came to have the character be the weapon, curling up and using his own momentum to destroy whatever enemies would come near. It was this change in plans that helped Sonic win the internal competition, and have himself poised to be Sega's first true superstar.
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{{quote|1=I like fast things and I thought that it would be nice to create a game where the more skilled you become, the faster you can complete a stage. Games back then had no backup or saving system, which meant that you had to play right from the beginning every time...As a result, the very first stage would be played time and time again, making the player very skilled at it. So we thought it would be nice if this would enable the player to complete those stages faster and that's the basis of Sonic's speed. We also thought this feature would help differentiate Sonic from Mario.|2=Yuji Naka, Programmer and Project Manager of ''Sonic the Hedgehog''{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}}}}
  
With a character and engine in place, it was the work of [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] that would help bring the elements together. Director and Game Planner, he was the one ultimately responsible for making the various [[Zone|zones]] of ''Sonic the Hedgehog'' turn out the way they do in the final product. It was perhaps dumb luck that caused Yasuhara to become the driving force of the game, Sega originally seeking a more seasoned game designer to take up the call.
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Initially, the game starred a cartoon rabbit, as they wanted a character that would embody the concept of speed.{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 278}} The design also tied into the initial attack mechanic for the game, where the rabbit would use its ears to pick up rocks or other items, then throw them at oncoming enemies. As Naka was also insistent that the game only use one action button, the game hit a wall. The constant starting and stopping interrupted the flow of gameplay, and proved to not be all that fun.{{ref|1=https://www.youtube.com/watch?v=fHkosWFNRko}} It was around this time that the head of the department, [[sega:Kotaro Hayashida|Kotaro Hayashida]],{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 308}}, invited [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] to help with the development of the mascot game. At the time, Yasuhara was not expecting to remain part of their group for long.
  
{{quote|1=At the time, I was supposed to go to the United States to establish a [[sega:Sega Technical Institute|new R&D team]] [at Sega of America] with [[sega:Mark Cerny|Mark Cerny]]...But then the [first] Gulf War Started, and my move to the US was postponed for three months. Work was progressing on the [new mascot] game, but Naka and Ohshima needed a full-time game designer on the project. They saw that I was free, and looked to me for help designing the game until my departure. So I officially joined the project as a game designer, planning to work on it only until I went to the US. But I ended up staying in Japan for a year until we finished the project.|2=Hirokazu Yasuhara, Director and Lead Game Designer of ''Sonic the Hedgehog''}}
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{{quote|1=I was supposed to go to the United States to establish a [[sega:Sega Technical Institute|new R&D team]] [at Sega of America] with [[sega:Mark Cerny|Mark Cerny]]...But then the [first] Gulf War Started, and my move to the US was postponed for three months. Work was progressing on the [new mascot] game, but Naka and Ohshima needed a full-time game designer on the project. They saw that I was free, and looked to me for help designing the game until my departure. So I officially joined the project as a game designer, planning to work on it only until I went to the US. But I ended up staying in Japan for a year until we finished the project.|2=Hirokazu Yasuhara, Director and Lead Game Designer of ''Sonic the Hedgehog''{{fileref|NintendoPower US 211.pdf|page=70}}}}
  
Careful in the construction of each unique zone ([[Green Hill Zone|Green Hill]] alone taking almost six months to reach its released state), Yasuhara wanted to create levels that appealed not just to one particular market, but a game that both American and Japanese players would enjoy. Along with a team of artists and sound engineers, AM8 decided to dub themselves "[[sega:Sonic Team|Sonic Team]]," a moniker that is still around to this very day.
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Yasuhara was quick to agree that how the game was currently meant to be played wasn't shaping up. Knowing of Naka's insistence on the simplistic control scheme, he told the team that the only way the player would be able to deal damage was by using the jump mechanic.{{ref|1=https://web.archive.org/web/20181118222352/http://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?page=5}} The trio tried to find a solution, Naka at one point saying to the group "all your ideas, anything you've been hiding, cough it up now!"{{ref|https://web.archive.org/web/20201215234115/http://shmuplations.com/sonicteam/}} But with nothing new, Naka relented on revealing his own secret idea, one he had come up with in high school and was hoping to keep to himself for a future, non-Sega game. That idea was a somersault attack, one that wouldn't just be the character curling up into a ball while airborne, but one that could also be used on the ground, rolling about the terrain.{{ref|https://web.archive.org/web/20201215234115/http://shmuplations.com/sonicteam/}}{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} While Ohshima was at first skeptical,{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} it proved to be the answer for their quandary.
  
[[File:Sonicdebut.jpg|thumb|190px|The tour poster for [[DREAMS COME TRUE]] in 1990, officially unveiling Sonic the Hedgehog to the world.]]
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With this change in gameplay, the idea of a rabbit suddenly made less sense.{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} It was clear that a new protagonist would need to be designed, but what form that would take was up in the air. At the core, the team wanted to make sure the character defined Sega, something they felt had been missing from the company's previous attempt at created a mascot character.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} One aspect of this was the concept of "cool," not just on a superficial level, but also in their personality, wanting to fight for what they believed in but not being ordered around by others. The other aspect they wanted to be sure the character held was being a challenger, evoking the 90's sensibilities that were forming, and also reflecting on how Sega was trying to challenge Nintendo at their own game.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}}
Work on the game went underway in April of 1990, the mythology of Sonic and the locale of the game, [[South Island]], being worked on actively. The public at large would soon get a first glimpse at Sega's latest creation that same year, his image stamped on the 1990 tour of the highly-successful Japanese music group [[DREAMS COME TRUE]]. Wanting a unique soundtrack to the game, Sega hired [[Masato Nakamura]] to compose the legendary tracks that pepper the game. Being one of the driving forces behind DREAMS COME TRUE, it only made sense for Sega to sponsor the tour, using it as the first advertising push to a game that would not be seen in Japan until July of 1991.
 
  
Having over a year of development, ''Sonic the Hedgehog'' was hyped beyond belief, the development cycle being unusually long for a game of that era. All three branches of Sega realized the importance of the game, knowing it could make or break the system. Ohshima, knowing that a protagonist is only as good as the villain they fight, went back to one of the designs that had been discarded for the main character of the game, the mustached man, and worked on simplifying the design. Wanting to create an antagonist that was simple to draw for young kids, the character of [[Dr. Eggman]] was born.
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[[File:GD Sonic1 Design Document Draft 2 Photo.jpg|thumb|A photograph of an early draft of the ''Sonic the Hedgehog'' game design document. Called ''Wonder Dream'', it shows off what would become the [[Spin Attack]], called "Wonder Hedgehog."{{ref|https://web.archive.org/web/20220427231531/https://forums.sonicretro.org/index.php?threads/naoto-ohshima-twin-star-wonder-hedgehog-1990-tokyo-toy-show-and-other-goodness.40767/ Beep21|quote="I recently found the second draft of the proposal for Sonic. This was created by myself and Hayashida (Kotaro, who was then chief of the planning section). For the first draft, the main characters were called Twin Star, a pair of boys who fought against nightmares. In the second draft, there are remnants of the word 'nightmare.' After that, I joined with Yuji Naka, and the character became the hedgehog called Sonic."}}]]
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Ohshima went back to the drawing board, doodling up a variety of potential character ideas. Suggestions came from a number of places, both within and outside the three person team. Naka suggested a panda, inspired by his love of Hayao Miyazaki's works.{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} One of his superiors suggested coming up with an old man with a mustache, a dog like character, and something spiky like a porcupine.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} With the idea of the somersault attack, there was also a debate on using other animals known to curl up including an armadillo and a hedgehog.{{ref|1=https://web.archive.org/web/20181118222352/http://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?page=5}} During this internal debate, Ohshima had coincidentally booked a trip overseas, to New York City. Using the opportunity, he conducted impromptu focus testing. Sitting in Central Park, he had on a board three characters - an egg shaped human, a dog, and a spiny blue hedgehog. Out of those he spoke to, the hedgehog was the easy favorite, followed by the human character.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 98}} This gave Ohshima hope that the hedgehog character could appeal to everyone, regardless of race, gender, and culture.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}}
  
While every element of the game was important, at first Yuji Naka focused so heavily on the speed aspect of the game that, when testing it out, he found himself nearly getting motion sickness from the pace Sonic moved at. Not wanting the same fate to befall anyone playing the game, Naka worked diligently until he found the right balance of motion for the character, that would emphasize the speedy nature of the character but at the same time being slow enough so anyone could pick up and play without being overwhelmed. This, along with darkening the shade of blue Sonic was, the game gradually formed into the final product. Along with a distinctive pop art-inspired cover created by Akira Watanabe, the game was almost ready to unleashed to the masses.
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In the end, the team chose "Mr. Harinezumi," aka "Mr. Hedgehog," as the star of their game. The design of the character took inspiration from a variety of different sources. The hedgehog's simple curves and large, expressive eyes were styled after the early stars of American animation, Mickey Mouse and Felix the Cat.{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}} The "blue fireball"{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} silhouette also served two important factors - it gave the hedgehog the spiky look they wanted, but it was also simple enough that a kid could draw the character and have it be recognizable.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} The hue of blue which covered the character came directly from Sega's own logo, with the added benefit of the color representing "coolness and peacefulness." The color also meant something more personal to Ohshima, symbolizing the hope that "the open sky is blue forever."{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 328}} The red and white of his shoes were inspired by who Ohshima felt was the most famous character in the world, Santa Claus.{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}} The bright red also had the added benefit of being able to stand out while the character was in motion.{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 328}} The physical design of the shoe, buckle and all, was drawn from Michael Jackson's footwear on the ''Bad'' album cover.{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}}
  
Though developed entirely in Japan, the game would actually see release first in the west, premiering on U.S. shores on June 23, 1991. A few random bugs and effects would be polished for the Japan release, but it was with that game the 16-bit wars truly began. Drawing critical and commercial success in the west, ''Sonic the Hedgehog'' brought the character - and the company behind it - into the mind of the general public.
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With the design nearing its final state, there was still one factor that hadn't been decided upon. "Mr. Hedgehog" was never meant to be the final name of the character, simply a placeholder until something better had been found. The team wanted a name that would evoke the concept of speed, and early on looked toward the word "kousoku" (speed of light) as a starting point, trying to derive a nickname from it. "Raisupi" (the portamento of the borrowed term "raito supiido,")  and "LS" were both considered and rejected.{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} Though it's unknown exactly who came up with the idea, someone suggested using "the speed of sound" instead, which naturally led to the name "Sonic." While there was some fear of using such an often-used term, they agreed it was the perfect fit for the character.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 99}}
  
While there were originally intended to be ports to the [[Sonic the Hedgehog (Amiga)|Amiga]] and the [[Sonic the Hedgehog 1 CD|Mega CD]], it was decided that the game would remain on the Mega Drive for the time being, letting the cart become one of the main selling points for the system.
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[[File:Sonic1 MD Plush 1990.jpg|thumb|200px|A one-of-a-kind Sonic plush, made for an internal presentation to Sega’s executives.{{ref|https://web.archive.org/web/20200129075934/https://twitter.com/NaotoOhshima/status/847756897738412033}}]]
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Of the 200 designs that had been submitted to Sega, eight had been chosen as finalists, Sonic the Hedgehog being among them.{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} As each finalist would be shown to [[sega:Hayao Nakayama|Hayao Nakayama]], the President and CEO of Sega of Japan, the team knew they had to make their presentation stand out from the rest. They were already slightly ahead of other teams, having not only a concept but the early stages of a playable build.{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} However, Ohshima wanted to take it an extra step. Collaborating with the toy and stationary departments,{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 97}} designs for possible merchandise was also created, including a fully realized Sonic the Hedgehog plush toy that could stand on its own.{{ref|https://web.archive.org/web/20200129075934/https://twitter.com/NaotoOhshima/status/847756897738412033|quote=これは最初のテスト制作したぬいぐるみです。 1点物。彼は立っている。1990年物。It is a stuffed toy for the first test. 1 point thing. He is standing.1990 thing.}} While Sonic was not yet declared the official mascot of Sega,{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} their proposal was approved.
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With production officially starting sometime around April 1990,{{ref|https://web.archive.org/web/20160805181730/http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/}} the team went straight to work. One element they knew would be crucial was the look of the game. Inspiration came from one of the primary markets they wanted to appeal to - America, specifically the west coast. The rolling hills and blue sky of the [[Green Hill Zone]] were inspired by California.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 92}} The colors, however, were inspired by a piece made by Japanese artist Eizin Suzuki.{{magref|Retro Gamer|100|48}} The graphical style of the game was influenced by the computer graphics of the era, using a pixel art technique known as "ray tracing" to create the look in a 16-bit game.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 92}} Additionally, the background of the game's rotating special stages took inspiration from the 1990 [[sega:Sony|Sony]] promotional films ''Infinite Escher''{{ref|1=https://youtu.be/O9AZ9CGMi4k?si=9PvVJj-9dxshHmZe&t=305}} and ''Metamorphosis''{{ref|1=https://youtu.be/YW26YMe8iUQ?si=GqfLnJncYJZmpeDU&t=104}} (produced to demonstrate new technologies like surround sound and computer graphics), featuring a repeating illusion consisting of birds and fish inspired by M.C. Escher's "Metamorphosis II" and "Sky and Water".{{fileref|SonysMetamorphosis 1990 specialstage.gif}} Translating the concept art Ohshima had drawn into the pixel landscapes of Sonic's world fell on the shoulders of [[sega:Rieko Kodama|Rieko Kodama]] and [[sega:Jina Ishiwatari|Jina Ishiwatari]]. Rieko Kodama had worked previously with both Naka and Ohshima on ''Phantasy Star'',{{ref|https://web.archive.org/web/20200809111945/https://www.destructoid.com/stories/a-chat-with-sega-s-first-lady-of-rpgs-rieko-kodama-532348.phtml}} being responsible for such tasks on ''Sonic'' as the backgrounds of [[Labyrinth Zone]] and [[Star Light Zone]].{{fileref|Megadrive Fan 1991-07.pdf|page=75}} Jina Ishiwatari was a brand new hire to Sega, who ended up redrawing the graphics of Green Hill Zone multiple times at the request of Ohshima over the course of a year until they were perfect.{{ref|https://web.archive.org/web/20220823032251/https://forums.sonicretro.org/index.php?threads/jina-ishiwatari-tsukaharas-largely-unrecognized-contribution-to-sonic.41246/}}
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[[File:SonysMetamorphosis 1990 specialstage.gif|thumb|left|240px|A scene from [[Sony]]'s 1990 promotional film ''Infinite Escher'', which inspired the Special Stage.]]
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The American influence on ''Sonic'' went beyond the Green Hill Zone. When the idea of making a mascot game seized Sega in 1990, Nakayama declared they wanted "a product that will be a big hit in America!"{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} This unofficial marching order was a major influence on the design of the characters, the world they were building, and even the "roller coaster" design of gameplay.{{ref|''High Score'' Episode 4: "This is War"}} An element of Sonic's personality was directly inspired by future president Bill Clinton. A rising star in the U.S. political landscape, his "get-it-done-now" attitude{{fileref|SonicAVeryQuickHistory GameTap Video Part1.mp4}} seemed a perfect fit for the hedgehog. At one point, the team even contemplated using the tagline "number one hit in America"{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 94}} to sell their new game. However, ''Sonic'' had not been designed to only succeed in the west. With the belief that a successful American property would automatically be attractive in Japan,{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 94}} Ohshima was also designing the character with the Japanese audience in mind.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 99}} The game's designer, Yasuhara, was acutely aware of this dichotomy, wanting to build a game that would appeal both to the western gamer seeking a challenge, and the eastern gamer who was more interested in a casual experience.{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}}
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[[File:Sonicdebut.jpg|thumb|The image of Sonic the Hedgehog that followed Dreams Come True along their November 1990 tour.]]
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Sonic's first public appearance was at the [[sega:‘90 Tokyo Toy Show|‘90 Tokyo Toy Show]], where an extremely early demo was available for attendees. Through the rest of 1990, work on the game was behind closed doors, Sega of Japan instead promoting the upcoming title in other ways. In the November 1990{{fileref|SPEC_JP_07.pdf|page=76}} issue of ''[[sega:Sega Players Enjoy Club|Sega Players Enjoy Club]]'', a brief "interview" with Sonic was published, establishing his attitude and his birthplace of Christmas Island. The feature also served as a way to introduce the musician behind the game, Dreams Come True's [[Masato Nakamura]].
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When it came time to find a composer for the game, Sega director [[sega:Fujio Minegishi|Fujio Minegishi]] chose not to look inside the company, but instead offered to ask his contacts in the Japanese recording industry. At first, he suggested to the team the talents of Yuzo Kayama, who he was personal friends with.{{ref|https://web.archive.org/web/20201215234115/http://shmuplations.com/sonicteam/}} While tempting, it was decided that his musical style wasn't the right fit for what they were going for. Instead, Masato Nakamura was offered the job. Given only conceptual artwork, the team behind ''Sonic'' explained how it was all meant to come together. Going off this information, Nakamura began to compose, wanting to treat the songs not as game music, but as a film score, hoping to tap into the success of such 80's movie soundtracks as Top Gun, Flashdance, and Dirty Dancing.{{fileref|Sonic1&2Soundtrack JP Booklet.pdf|page=8}}
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{{quote|1=I wanted 'Sonic' to come across as cinematic...I wanted melodies that the player would hum along with as they were playing, dramatic music for when the scenes were intense, climactic music for when bosses would show up, and then tie it all together with an uplifting theme for the end credits. That was what I knew I wanted it all to be like.|2=Masato Nakamura, Composer of ''Sonic the Hedgehog''{{ref|1=https://web.archive.org/web/20081223022942/https://www.sega.com/sonic/globalsonic/post_sonicteam.php?article=nakamura}}}}
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Limited to the amount of sounds he could use at the same time, Nakamura found the process inspiring, forcing him "to be smarter"{{fileref|Sonic1&2Soundtrack JP Booklet.pdf|page=10}} in the way he wrote. The relationship between Nakamura and Sega continued into Dreams Come True's next tour, meant to promote their latest album, ''Wonder 3''. Becoming one of their tour sponsors, Sega provided the band with a truck to carry their equipment in, which also had the image of Sonic plastered on the side.{{ref|1=https://web.archive.org/web/20081223022942/https://www.sega.com/sonic/globalsonic/post_sonicteam.php?article=nakamura}}
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Production on the game continued. Expanding on Sonic's world, it was clear the hedgehog needed a main villain to go up against. One of Ohshima's discarded designs for the protagonist, the large mustached man, was repurposed to become the main antagonist of the game, his round shape also fitting the idea of keeping the characters simple enough for kids to draw.{{ref|https://web.archive.org/web/19961220020409/http://www.sega.com/features/allsonic/creator/naka04.html}}. The villain, now named [[Dr. Eggman]], helped set up a nature vs technology dynamic, tying into the era's growing popularity of environmentalism.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} As the zone visuals continued to be refined, Sonic's shade of blue also had to be darkened so his sprites could stand out from the blues of Green Hill Zone's background.{{ref|1=http://web.archive.org/web/20141017130701/https://www.sega-16.com/2006/12/interview-mark-cerny/|quote=One much smaller Sonic inside story: the character’s color was changed just prior to release. Sonic had been a lighter blue, but he was very hard to see against the ocean backgrounds, so his color was darkened at the last moment.}}{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 92}}
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Approaching the level design, Yasuhara wanted to capture the feeling of an amusement park ride, that Sonic was leading the player on an experience that let them enjoy the world in a way ''Mario'' and other similar platformers were unable to.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} Starting with quick sketches of gimmicks and obstacles, Yasuhara would consult with Naka, seeing what ideas should be prioritized, and which would be more difficult to program. However, some ideas that the team initially discarded were able to be reintroduced, such as the moving platforms in the jagged pathways of [[Scrap Brain Zone]].{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}}
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[[File:SPEC JP 075.pdf|page=61|thumb|190px|An early promotional drawing of Sonic. Featured in the Summer 1991 issue of ''[[sega:SPEC|SPEC]]''.]]
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The engine was meant to not only be the framework for a fun game, but also show off the technical capabilities of the hardware, though Naka felt the Mega Drive was not quite up to snuff with what he wanted to accomplish.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} One of the main goals to help clearly separate the zones of ''Sonic'' from ''Mario'' was to step away from the blocky terrain that 8-bit platformers were built in. Developing a way to create smooth maps,{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} the task of creating working loops in Green Hill proved more difficult. When Sonic would try to run around the loop, his speed would cause him to break out of it completely.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} Even if the sprite remained in the loop, the visual would look blocky, not at all like the smooth flow the team wanted to capture. When the problem was solved, Naka couldn't help but get excited.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 91}} Another early issue with the game was trying to find the right speed in which Sonic would run. Pushing the power of the system, Naka's first thought was to make Sonic go as fast as possible, but this proved to be an issue with those who would try out early builds, even Naka feeling motion sickness as he played the game.{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}} Slowing down the character was the only solution.
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With more of the game put together, Naka would invite people to come and play early versions, watching how they would handle ''Sonic the Hedgehog''. Expecting people to take things slow, he was surprised that everyone would immediately run at full speed. He assumed that a first time player would take time to explore until they learned the levels, only going faster in subsequent playthroughs. However, no one who took a turn actually played it that way. These observations led to the creation of the ring system, which allowed even the most reckless player the ability to continue.{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} This also gave the team another excuse to show off the technical prowess of the Mega Drive, having the rings shoot out of Sonic in a visually dynamic display whenever he would get hit by an enemy.{{ref|1=https://web.archive.org/web/20181118222352/http://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?page=5}}
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The core team would not always agree on how a level should be laid out. On more than one occasion, Naka or Ohshima would remove a difficult trap from a zone, thinking it was interrupting the flow of a level, only for Yasuhara to put it right back in. The back and forth was not one Ohshima begrudged, finding it an enjoyable experience that resulted in a balanced game.{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 329}} Naka also found the dynamic unique, as it was the first time he felt that he was working as part of a team, as opposed to just carrying out the orders of a single person.{{ref|https://web.archive.org/web/20201215234115/http://shmuplations.com/sonicteam/}}
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By the time development was nearing its end, the small group within the employ of [[sega:Sega CS|Sega CS R&D]] decided to call themselves "[[Sonic Team]]," after the project they had spent over a year working on. In May of 1991, during Japan's "Golden Week," the game was finally complete.{{ref|https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/}} This first version was released in the United States on June 11th, 1991.{{magref|vgce|29|32}} It would be a month until the game was for sale in Japan, the extra time allowing the team to polish a handful of bugs and add in some extra graphical effects.
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After the game was complete, there was some consideration to release ''[[Sonic the Hedgehog (Mega-CD)|Sonic the Hedgehog]]'' to the [[sega:Sega Mega-CD|Mega-CD]]. Though a single prototype was made,{{ref|https://web.archive.org/web/19970215172729/http://www.sega.co.jp/nights/sonic/esonic.html}} it ultimately did not see release.
  
 
==Westernization==
 
==Westernization==
  
[[File:STHPromoSTHPromoCover.jpg|thumb|190px|The westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. From the [[Sonic the Hedgehog (promotional comic)|American promotional comic]].]]
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[[File:GregMartinSonicSketch-PromotionalCover.jpg|thumb|190px|A pencil sketch featuring the westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. The final version would be used as the cover for the [[Sonic the Hedgehog (promotional comic)|American promotional comic]].]]
Although the game was a huge success, originally Sega of America was weary of the concept of Sonic as a character. Though hedgehogs were well known in Japan, at the time hardly anyone had even heard the word in the United States. As more information of the game was given to the offices in the U.S., the marketing team went into full panic mode, scrambling to correct what they felt was a terrible decision on Sega of Japan's part. Even going as far as to suggest an alternate designer to come up with a character which they felt would be more suited to an American audience, the staff at SOA was fearful of what they thought would be a failure.[http://info.sonicretro.org/Mark_Cerny_interview_by_Sega-16_(December_5,_2006)]
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In early 1990, the head of the brand new [[sega:Sega Technical Institute|Sega Technical Institute]], [[Mark Cerny|Mark Cerny]], was visiting Sega of Japan on business. While there, Naoto Ohshima, still working on potential designs for the mascot game, showed Cerny what he had come up with. Cerny, saying he was just "a random American,"{{ref|https://segaretro.org/Interview:_Mark_Cerny_(2006-12-05)_by_Sega-16}} felt the opinions of Sega of America's marketing department would be better suited to give feedback on a character that was meant to appeal to western audiences. Making copies of the illustrations, he returned to the United States, handing them off.{{ref|https://segaretro.org/Interview:_Mark_Cerny_(2006-12-05)_by_Sega-16}}
  
When it became clear that the western side of the company would have to market ''Sonic the Hedgehog'', it was decided that the marketing for the character would be modified from what the Japanese team was working on. Discarding the simplistic world of [[South Island]], a storyline was developed in which Sonic the Hedgehog was once a brown hedgehog that, through a chance meeting involving a kindly scientist, turned into the blue hedgehog featured in the game. That same scientist, [[Dr. Ovi Kintobor]], would be transformed into the villain of the piece due to an accident involving the [[Chaos Emeralds]] and his invention, the [[R.O.C.C.]] The physical designs of the characters Sonic and Eggman were also tweaked, making them look more like the style of 1980's cartoon phenomenons, and in the process trying to make Dr. Eggman look far more sinister than Ohshima's art suggested. This change in tone for the character was reflected further when it was decided that the given name of the character should be changed for western audiences.
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Sega of America's initial response was not positive. When CEO [[sega:Michael Katz|Michael Katz]] learned of Sonic's existence, he "thought it was nuts."{{ref|https://segaretro.org/Interview:_Michael_Katz_(2006-04-28)_by_Sega-16}} Having to ask what a hedgehog even was, he had little faith in the character, not knowing how to market a cartoon based on an animal no one in the United States had heard of. Quickly, he jotted down a top ten list of reasons ''Sonic the Hedgehog'' would fail,{{ref|1=https://www.youtube.com/watch?v=juoaAoXz1AU}} sending the memo to [[sega:Shinobu Toyoda|Shinobu Toyoda]], who was not only Executive Vice President of SOA but served as a conduit between SOA and Sega of Japan.{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}
  
Game tester and Sega help line employee [[Dean Sitton]] was the one responsible for coming up with many of the western names of the characters in the games, including such [[badniks]] as [[Buzzbomber]] and [[Ball Hog]] (called Beeton and Ton-ton in the original Japanese version, respectively). However, his greatest contribution to the westernization of the franchise was coming up with the name Dr. Ivo Robotnik.[http://forums.sonicretro.org/index.php?showtopic=6657]
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Katz was not the only one initially confused by the character. [[sega:Al Nilsen|Al Nilsen]], Director of Marketing at SOA, was shown concept art of two different games the Japanese branch was working on.
  
{{quote|1=The game Sonic game in in an early state (just a few levels and some of the characters appeared as garbage chars that flickered. The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.
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{{quote|1="[Toyoda] opened this manila envelope and pulled out two drawings and the first one was kind of, very much Japanese animation derived and they were like these little eggs that were animated...and while I understood how they would work in the Japanese marketplace, in the US they would just come off as very preschool and so not something that would have broad appeal. The second one was a hedgehog."|2=Al Nilsen, Director of Marketing, Sega of America{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}}}
  
I named Ivo Robotnik, [[Ball Hog|Ballhog]], and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.|2=Dean Sitton, Sega of America Game Tester}}
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The concept art had a fanged version of Sonic, complete with human girlfriend and a backing band. Asked which of the two concepts he thought would appeal to American gamers, Nilsen chose the "least of two evils," going with the hedgehog.{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}
  
While Robotnik was the final name for the character, Sitton had thrown a handful of other names that could have been used for the antagonist.
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Fearing the character "unsalvageable,"{{ref|https://segaretro.org/Interview:_Mark_Cerny_(2006-12-05)_by_Sega-16}} SOA felt they needed to create their own concept for the perfect mascot. Looking to hire an outside designer, SOA were seeking to either hire Will Vinton, the designer of [[wikipedia:The California Raisins|The California Raisins]], or find someone who would be inspired by Vinton's style.{{ref|https://web.archive.org/web/20230126160604/https://www.timeextension.com/features/playstation-5-lead-architect-mark-cerny-talks-sega-michael-jackson-and-yuji-naka}} It was believed this individual could create something tailored to American sensibilities.{{ref|https://segaretro.org/Interview:_Mark_Cerny_(2006-12-05)_by_Sega-16}} For unknown reasons, these plans quickly fell through.
  
{{quote|1=[As] far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other Robotnik names were, Doctor X, Doctor Gloom, Dr. What.|2=Dean Sitton, Sega of America Game Tester}}
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A couple months after seeing the initial concept art, Al Nilsen found himself in Japan, visiting the Sega offices. It was there that, for the first time, he saw ''Sonic'' in action. Not yet at a point where the team felt comfortable with others playing, Al watched the character move on a black and white display, zipping along and rolling about. Shown the in-progress backgrounds separately, he finally saw the potential the game possessed. He just needed to play it himself to know for sure.{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}
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Back at Sega of America, Michael Katz's time with the company was coming to an end. Unhappy with how things were going stateside, Hayao Nakayama reached out to former Mattel CEO [[sega:Tom Kalinske|Tom Kalinske]], courting him to take over as CEO of Sega of America in July of 1990.{{ref|''Console Wars'', CBS All Access}} Unlike Katz, Kalinske's first impression of Sonic was relatively neutral. While he found certain aspects of the concept odd, he also knew that sometimes it was the wildest of ideas that would end up being successful.{{ref|1=https://www.youtube.com/watch?v=73abjrBD3NU}} He did agree with Al Nilsen and the Project Manager for ''Sonic the Hedgehog'', [[sega:Madeline Schroeder|Madeline Schroeder]], that there needed to be some changes if the character was going to work stateside.
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Returning to Japan, Kalinske gave a presentation to Nakayama and the board, getting into detail on how he felt they could best compete against Nintendo. At the center of this plan was ''Sonic''. Having finally seen the game in action, he believed it had the chance to define the 16-bit era.{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 23}} Kalinske told them that not only did the price of the Mega Drive (known as Genesis in America) need to drop, but that Sonic had to be packed in with the system. Once Kalinske's presentation was over, the members of the board started talking amongst themselves, clearly displeased with the proposal. Hayao Nakayama stood up, kicking aside his chair, and stormed towards the door, telling Kalinske that everyone thought his plan was crazy. Before leaving, he told Kalinske that he had hired him to do what he thought was best in America, and if his proposal was the way to go about it, to go ahead.{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}}
  
 
[[File:Toon eggman2.png|thumb|190px|A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.]]
 
[[File:Toon eggman2.png|thumb|190px|A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.]]
Also thrown about were the names "Mister Badwrench," "Mr. Bad Year" and "Fatty Lobotnik." Even the first name, "Ivo," was suggested by Mr. Sitton, pronouncing the name with a soft "I," having it sound closer to the word "evil."
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It was during this time that Madeline Schroeder, whom those at SOA would refer to as "the mother of Sonic,"{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}} went to work on best positioning ''Sonic'' for success. One of the first things she felt needed to change was the visual look of the character.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} Hiring the creative agency Michael Patrick Partners, artist Greg Wray went to work softening the look of Sonic the Hedgehog, eventually drawing the image that would be on the front of every copy of the game sold in the U.S.{{ref|https://web.archive.org/web/20180314015643/https://michaelpatrickpartners.com/identity-design-sonic-the-hedgehog}} When Sonic Team learned of the redesign, they did little to hide their displeasure. Madeline Schroeder was forced to fly out to Japan and speak with the team herself, explaining that the changes were necessary if the game was going to succeed in the west. During the meeting, Sonic Team remained resolute in their dislike of the American redesign.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} It was only later that the U.S. side of things was assured they could continue on as they saw fit.{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}
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{{quote|1=In those days, I hated the American change to the look and feel, and I didn't know how the consumers would perceive it. But looking back, that's one of the reasons that it succeeded.|2=Yuji Naka, Programmer and Project Manger of ''Sonic the Hedgehog|ref={{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}}}}
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The look of Sonic was not the only factor the SOA team needed to consider. Tom Kalinske, during his time at Mattel, knew the importance of creating strong characters and building the fiction of the world around them, as he had done with the He-Man and the Masters of the Universe franchise.{{ref|1=https://www.youtube.com/watch?v=73abjrBD3NU}} Quickly, Madeline and Al began work on an internal "[[Sonic the Hedgehog Bible|Sonic Bible]]," a document meant to explain Sonic's history and define the character's personality. The original draft{{fileref|SonicBible Document.pdf}} placed Sonic as a native of Hardly, Nebraska. Born "Sonny," the brown hedgehog ran into a kindly, if eccentric, scientist named Dr. Kintobor. Through a series of events, Sonic turned blue, was gifted his red and white sneakers, and Dr. Kintobor was accidentally transformed into the evil Dr. Robotnik. Further revisions{{fileref|SonicBibleDraft1 Document.pdf}} changed Sonic's home to the world of "[[Mobius]]." However, it wasn't the corporate team at SOA that came up with the name Robotnik.
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[[Dean Sitton]] was both a Sega help line employee and a game tester. Being invited into meetings from time to time,{{ref|https://forums.sonicretro.org/index.php?posts/115309}} he had the chance to try out an early version of Sonic the Hedgehog. Afterwards, he was asked to submit potential names for both the robot enemies and the main antagonist of the game. For the latter, he put together a robust list. Dr. Robotnik{{ref|https://forums.sonicretro.org/index.php?posts/115309}} became the favorite, but others considered were Dr. Badvibes,{{ref|https://forums.sonicretro.org/index.php?posts/115309}} Doctor X, Doctor Gloom, Dr. What,{{ref|https://forums.sonicretro.org/index.php?posts/268696/}} and Nasty McRotten.{{ref|https://web.archive.org/web/20240205064700/https://forums.sonicretro.org/index.php?threads/deansatan-enters-the-fray.13659/page-6#post-268804}} Sitton also came up with the first name, Ivo, wanting it pronounced with a soft "I" to make it closer to the word "evil."{{ref|https://forums.sonicretro.org/index.php?posts/268012/}} A handful of badnik names, including Ball Hog, Caterkiller, and Buzz Bomber{{ref|https://forums.sonicretro.org/index.php?posts/267965/}} were suggested by Sitton as well.
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With the pieces falling into place, newer builds of the game were sent over stateside, the employees of STI even fighting over who would be able to play during downtime.{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 21}} Al Nilsen was happy that attitude was now taking precedence over aggressiveness,{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}} even the idle animation of Sonic tapping his foot tying into how they wanted to market Sonic.{{ref|{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}}}} He was sure the game would be a hit, but Tom Kalinske wanted some sort of empirical evidence to seal the deal. With an imported copy of ''Super Mario World'', Al Nilsen went around the country, gathering secret focus groups to try out both ''World'' and ''Sonic the Hedgehog''. The results were clear - eighty percent of those who tried both preferred ''Sonic''.{{ref|1=https://www.youtube.com/watch?v=JxrvZK3mUcE}}
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[[File:SonicSummerCES.jpg|thumb|''Sonic the Hedgehog'' going head-to-head with ''Super Mario World'' during the 1991 Summer Consumer Electronics Show in Chicago.]]
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''Sonic the Hedgehog'' would make its first public appearance in the United States during the [[sega:Winter CES 1991|Winter Consumer Electronics Show]] in January, 1991.{{magref|cvg|112|11}} This wouldn't be treated as ''Sonic'''s official coming out party, as Sega of America wanted to keep the game a relative secret{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} until the Super Nintendo was officially showed off in the west. The time came at [[sega:Summer CES 1991|Summer CES 1991]], where the SNES and its lineup of games were revealed to the press. After Nintendo's presentation, the show floor was open, the Sega booth doing something unexpected - having both ''Mario'' and ''Sonic'' playing side by side.
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{{quote|1=The doors to CES opened, and about two minutes after that a reporter...came up to me and said "Super Nintendo has 32,768 colors. You've only got 512. What are you going to do about it?" So silently I just motioned for him to follow me, and walked over to a place in our booth where we had two large tv monitors. One had Sonic the Hedgehog, and one had the new 16-bit Super Mario. And I said "which one has more colors? It's not how many colors you have, it's what you do with them." Immediately, he saw the difference.|2=Al Nilsen, Director of Marketing, Sega of America{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}}}}
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This direct comparison between the two games continued in both a mall tour{{ref|''Console Wars'', CBS All Access}} and television advertising.{{ref|1=https://www.youtube.com/watch?v=mK0OFsWWzu4}}
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By September 15th, 1991, the Sega Genesis was being sold exclusively with ''Sonic the Hedgehog'' as the pack-in title, those who had purchased the system between July and September able to get a free copy of the game.{{ref|''Console Wars: Sega, Nintendo, and the Battle That Defined a Generation,'' Blake J. Harris, page 150}} The move had paid off, and after the Christmas season, the Sega Genesis had overtaken the Super Nintendo with an estimated 57.8 percent of the market share.{{ref|Marinucci, Carla (1992-01-12). "Sega shows Nintendo it knows how to play, too." ''San Francisco Examiner'', B1}}
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==Fictional character origin==
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While developing Sonic the Hedgehog as a character, Sonic Team was acutely aware of what elements they wanted him to embody. Among those elements was a sense of history and nostalgia. Looking at characters from successful brands such as Disney, Marvel, and Sanrio, what seemed to be true across all of them was history and familiarity. Icons that not only stood the test of time, but seemed like they had always existed, and had a fleshed out world for their stories to be told in.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}}
  
Although the changes weren't as dramatic as other Japanese properties have had over the years, the original Sonic Team was unhappy when they saw what Sega of America was doing to their work. Years later, Ohshima would go on record saying he was baffled as to why they felt the need to redraw his artwork and come up with concepts that had nothing to do with the game, especially as it had all been originally design with a western audience in mind. [[Madeline Schroeder]], Product Manager for ''Sonic the Hedgehog'' in the United States and the one responsible for the shift in the character art for the west, went to Sega of Japan to try and explain to the Sonic Team the reasoning behind the changes they were applying to the brand, wanting to prevent any further animosity between the two sides of the company. Even though the team still felt uneasy over how their work was being meddled with, there was nothing they could do to alter the course SOA was on. Even knowing that the very look of Sonic was being altered for western audiences, most of the team was able to remain blissfully unaware of the more drastic changes that were to occur, such as the entire Kintobor storyline, not learning of the deviation until years later.
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As Sonic was being built from the ground up, there was no built in history for the character. Instead, the team began exploring the idea of a "fictional history" for Sonic, not just in-universe but also in the real world. At the time, Naoto Ohshima had a keen interest in leather jackets, emblems, and airplane nose art. Coincidentally, the era from when airplane nose art was at its height was the same era in which Sega first came into being, back when it was [[sega:Service Games|Service Games]]. Working with Ohshima, Hirokazu Yasuhara ended up writing a backstory for the character that tied into that same historical period.{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}}
  
Building up to release, the marketing of the title in the west was focused on the speed aspects of the game, at the same time making clear comparisons between the Mega Drive (called the Genesis in the United States) and the competition. Even if SOA wasn't as confidant in the product as they should have been, those behind the marketing put their all into the initial print and television ads, also being sure to draw focus on Sonic being a "hip" alternative to the Mario series and Nintendo in general. Once they realized that the title was poised to take off in ways they had not even imagined, Sega of America began a full-on publicity tour in September. Dubbed the "Sega World Tour '91," the campaign took place in twenty-five shopping malls across the country, having players compare ''Sonic the Hedgehog'' to ''[[wiki:Super Mario World|Super Mario World]]'' by being able to play both.[http://community.seattletimes.nwsource.com/archive/?date=19910913&slug=1305301] The showcase was not only Sega's first push for Sonic in the mass media, but was also the perfect time for the company to announce their lowering the price point of the Genesis. Then-president of Sega of Japan, [[sega:Hayao Nakayama|Hayao Nakayama]], was baffled when he first learned not only of what SOA was planning on with the price of the system, but of their idea of making ''Sonic'' the bundled title so early on in the software's life cycle. While at first Nakayama was nothing less than furious, in the end he allowed [[sega:Tom Kalinske|Tom Kalinske]] to have free reign, confident in the decision-making powers of the man he hired.[http://www.1up.com/features/essential-50-sonic] With ''Sonic the Hedgehog'' replacing the aging ''Altered Beast'' in late 1991 just in time for the holiday season, the gamble worked, surprising Sega of Japan at just how well their American counterparts were able to succeed. Having an aggressive marketing campaign to showcase the game Sonic Team had crafted together, for the first time Sega was a true contender in the console wars, the unprecedented success of this one title being one of the main reasons the company was able to beat Nintendo for a significant period of time in terms of number of consoles sold in the west.
+
The story begins in 1947 America, where an unnamed fighter pilot was nicknamed "hedgehog," due to the way his hair would stand up on end when he took off his flight helmet. His wife, Marie Granette, who was an author of children's books, was inspired to create a character based on her husband's nickname. Calling this character "Sonic," she would also tell these stories to their daughter. Designing a blue hedgehog, it ended up on the back of the pilot's leather jacket, the story of the hedgehog spreading even if no one could recall the pilot's name.
  
==Concept Art==
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On one fateful day, two test pilots took part in an experiment - to be the first human able to break the speed of sound. While Chuck Yeager successfully crossed that barrier with no problem, the man known as "hedgehog" unfortunately did not, his plane exploding the moment he hit the speed of sound.
  
===Rejected Character Designs===
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Jumping ahead to the 1980's, a freelance photographer named Meg happened to find a leather jacket with an image of Sonic the Hedgehog on the back. Recognizing the character from stories she heard as a child, she purchased the jacket, wearing it to work. While photographing an air show, an accident occurred overhead, causing one of the planes to crash. Rushing to cover this breaking story, a second plane crashed next to her, trapping Meg in a circle of flames. Suddenly, a gloved hand reached out, rushing her to safety as she lost consciousness. Waking up in a hospital bed, she could only guess what had happened, the charred jacket no longer having Sonic. When developing the photos she took on the day of the accident, she was shocked to see a familiar pair of red shoes in one of the shots. 
The following is a collection of images drawn by a variety of people within Sega during the internal competition to come up with a new mascot for the company. Among the selection is the rabbit image, for which served as the original inspiration for the gameplay. While the throwing dynamic was removed from the final product, it was fleshed out for the 1995 Sega game ''[[sega:Ristar|Ristar]]'' which contained a handful of members that worked on some of the Sonic titles. The mechanic would eventually be put into ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2]]'', although it was only an afterthought that was not necessarily for any of the game. The concept was also echoed in the much-later character [[Cream the Rabbit]], who would "throw" her [[Chao]] at enemies in ''[[Sonic Advance 2]]''. Interestingly, the below gallery does not contain any images of the armadillo character, so it is unknown if those sketches served as the inspiration behind [[Mighty the Armadillo]].
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 +
[[Original Story|The story]] would be adapted in the third volume of ''[[Sonic the Hedgehog Story Comic]]'' as a prose piece, with some details changed. The original text would not be shown to the public until ''[[Sonic Jam Official Guide]]'' was published in Japan, showcasing all three episodes.{{fileref|SonicJamOfficialGuide_Book_JP.pdf|page=7}} The first episode would later be reprinted in both Japanese and English in the ''[[Sonic Adventure 2 Birthday Pack]]'' history book.{{fileref|SonicAdventure2_DC_JP_historybook.pdf|page=13}}
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 +
<gallery widths="320px" heights="240px" >
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GD Sonic1 GDC2018 History1.png|An introduction page, describing the three episodes - the "fairy tale" episode, the 1947 episode, and the 1980's episode. The opening paragraph also sets up how the stories could be adapted into other mediums, such as film.
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GD Sonic1 GDC2018 History2.png|Episodes 1 and 2, with illustrations of the pilot and his family.
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GD Sonic1 GDC2018 History3.png|Episode 3, with an illustration of Meg wearing the Sonic emblem jacket.
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</gallery>
 +
 
 +
==Logo design==
 +
The distinctive "ribbon, ring, and stars"-styled title screen used in the first ''Sonic the Hedgehog'' and subsequent installments was something of a theme in early Sega games. While difficult to prove, inspiration likely came from the title screen from the 1988 Sega arcade game ''[[sega:Wonder Boy III: Monster Lair|Wonder Boy III: Monster Lair]]'', which bears similarities to that of the 1986 Sega arcade game ''[[sega:Alex Kidd: The Lost Stars|Alex Kidd: The Lost Stars]]''.
 +
 
 +
<center>[[Image:AlexKiddLostStars title.png]] [[Image:WB3ML Title.png]] [[Image:Sonic1_title.png]]</center>
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 +
The addition of "wings" hearkens back to Ohshima's interest in aviation emblems,{{ref|https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the}} being a feature of medals awarded to American air force service personnel since the second World War.
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 +
The "SONIC" text is attempting to emulate the "chrome" design seen across numerous logos across the 1980s and early 1990s (including the Mega Drive console itself). This trend is usually attributed to the 1979 film, ''[[wikipedia:Mad Max|Mad Max]]''.
 +
 
 +
==Concept art==
 +
 
 +
===''Twin Stars'' proposal===
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In 1989,{{ref|https://web.archive.org/web/20230122061707/https://twitter.com/NaotoOhshima/status/1616853153324097536}} Naoto Ohshima began conceptual work on a game with the working title ''Twin Stars''.{{ref|https://web.archive.org/web/20230121173900/https://twitter.com/NaotoOhshima/status/1616849524710068227}} The premise of the game featured a pair of twin brothers from the Dream World defending it against the boss of the Nightmare World, "[[Thirteen]]."{{ref|https://web.archive.org/web/20230121173900/https://twitter.com/NaotoOhshima/status/1616849524710068227}} An action game with smooth terrain, it was also to feature loops that the characters would run through. While the gameplay concept was approved by Ohshima's superiors, the characters were not,{{ref|https://web.archive.org/web/20230122053433/https://twitter.com/NaotoOhshima/status/1616876578339958784}} leaving Ohshima to come up with a new protagonist.{{ref|https://web.archive.org/web/20230121231441/https://twitter.com/NaotoOhshima/status/1616883045889609728}} The concept of a Nightmare World and Thirteen would continue to exist as a temporary enemy after Sonic the Hedgehog was created until the world of ''Sonic'' was further developed.{{ref|https://web.archive.org/web/20230122055719/https://twitter.com/NaotoOhshima/status/1616891760919326720}}
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 +
<gallery widths="320px" heights="240px" >
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GD Sonic1 Concept Art Twin Stars 1.jpg|The unnamed protagonists of ''Twin Stars'', in front of a tropical, loop-covered area. The fanged visage of Thirteen hangs above.{{ref|https://web.archive.org/web/20230121173900/https://twitter.com/NaotoOhshima/status/1616849524710068227}}
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GD Sonic1 Concept Art Twin Stars 2.jpg|The twin brothers, along with a number of enemy concepts. Some of these would be reused once development began on ''Sonic the Hedgehog''.{{ref|https://web.archive.org/web/20230121173900/https://twitter.com/NaotoOhshima/status/1616849524710068227}}
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GD Sonic1 Twin Stars Design Document 1.jpg|Pages 1 through 12 of the original design document, with the working title ''Twins Special''.{{ref|https://web.archive.org/web/20230123232325/https://twitter.com/tetsu_skytree/status/1617535599459848193}}
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GD Sonic1 Twin Stars Design Document 2.jpg|Pages 13 through 22.{{ref|https://web.archive.org/web/20230123232325/https://twitter.com/tetsu_skytree/status/1617535599459848193}}
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GD Sonic1 Concept Art Twin Stars 3.jpg|A close-up of page 15, showing a possible title screen concept.{{ref|https://web.archive.org/web/20230121230100/https://twitter.com/tetsu_skytree/status/1616894357931692033}}
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GD Sonic1 Concept Art Twin Stars 4.jpg|A close-up of page 17.{{ref|https://web.archive.org/web/20230121230100/https://twitter.com/tetsu_skytree/status/1616894357931692033}}
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GD Sonic1 Concept Art Twin Stars Page 22 Translated.jpg|Page 22 of the design document, machine translated into English.{{ref|https://ghostarchive.org/archive/fQGY7 }}
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</gallery>
 +
 
 +
===Character concept art===
 +
 
 +
====Unused character art====
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The following is a collection of images drawn by a variety of Sega employees during the internal competition to create a new mascot for the company. The majority of these images come from the [[Sonic History Video]], a promotional VHS tape made available to those who preordered ''[[Sonic the Hedgehog 3]]'' in Japan.
  
 
<gallery widths="148px" heights="148px" >
 
<gallery widths="148px" heights="148px" >
File:Sonic1-Rabbit2.png|The Sonic-esque rabbit.
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GD Sonic1 Concept Sonic 01.png|The original rabbit design by Ohshima. This character would be playable in the earliest test builds of the game.{{ref|https://web.archive.org/web/20230121233915/https://twitter.com/NaotoOhshima/status/1616883109861150721}}
File:sonic1-rabbit.png|Another shot of the rabbit.
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Sonic1 MD Development Rabbit.png|
File:s1concept-WARRIOR.png|Warrior design with two outfits.
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Sonic1-Rabbit2.png|A slightly cleaned up version.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-WARRIOR2.png|A third design for the elder warrior.
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sonic1-rabbit.png|Alternate scan.
File:s1concept-CLOWNNWOLFBOY.png|Clown and a young warrior wearing head of a animal.
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GD Sonic 1 Concept Rabbit Alternate.png|A different rabbit design, sporting a full outfit with belt and sneakers.{{ref|''The Blue Blur: Origins of Sonic''}}
File:s1concept-Human.png|Human character with Bart Simpson-like hair.
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GD Sonic1 Concept Sonic 02.png|A bird character. Predecessor to Sharps the Parakeet/Max the Parrot. By Ohshima.
File:s1concept-WINDUPROBOTROOK.png|Robot character and two other characters.
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Sonic1 MD Development WolfParrot.png
File:S1concept-LargeNosedCharacter.png|An animal of some sort in clothing.
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Sonic1_DogEarlyConcept.jpg|Wolf wearing an American flag t-shirt. By Ohshima.
File:S1concept-RandomCharacters.png|A collection of doodles.
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s1concept-WOLF.png|Colored version.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-WEIRDCREATURE.png|A small porcupine.
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s1concept-BULLDOG.png|Bulldog character. By Ohshima.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-Chick.png|Chicken with an attitude.
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s1concept-Human.png|Human character with Bart Simpson-like hair. By Ohshima.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-WOLF.png|Wolf wearing an American flag t-shirt.
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S1concept-LargeNosedCharacter.png|An animal of some sort in clothing. By [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]].{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-BULLDOG.png|Bulldog character.
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s1concept-WARRIOR2.png|An elder warrior ready for battle. By Yamaguchi.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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s1concept-WARRIOR.png|Two additional outfits for the elder. By Yamaguchi.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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s1concept-CLOWNNWOLFBOY.png|Clown and a young warrior wearing head of a animal.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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s1concept-WINDUPROBOTROOK.png|Assorted designs, including a robot character.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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S1concept-RandomCharacters.png|A collection of doodles.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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s1concept-WEIRDCREATURE.png|A small porcupine.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
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s1concept-Chick.png|Chicken with an attitude.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
 
</gallery>
 
</gallery>
  
===Sonic the Hedgehog/Dr. Eggman===
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====Sonic the Hedgehog & Dr. Eggman====
 
 
 
<gallery widths="148px" heights="148px" >
 
<gallery widths="148px" heights="148px" >
File:s1concept-MRHEDGEHOG.png|An extremely early hedgehog design with more human-like features.
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S1concept-Needlemouse.jpg|The original sketches for what would become Sonic. The text translates to "Mr. Hedgehog."
File:s1concept-MRHEDGEHOG2.png|Another shot of the human-like hedgehog.
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GD Sonic1 Concept Art Harinezumi2.png|An alternate angle of the four early doodles.{{ref|https://archive.org/details/bad_influence_se1ep4}}
File:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog" or "[[Mr. Needlemouse]]."
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Sonic1 MD Development Armadillo.png|An early Sonic wearing a bowtie. Underneath, a sketch of an armadillo character, also briefly considered as the protagonist.
File:S1concept-HEDGEHOG.png|A color sketch of Sonic, moving closer to the finished product.
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s1concept-MRHEDGEHOG.png|Comparison between Ohshima's early Sonic sketch and a hedgehog design by [[Yasushi Yamaguchi]].
File:S1concept-FinalSonic.png|A colored image of the final form of Sonic the Hedgehog.
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s1concept-MRHEDGEHOG2.png|It was coincidence that Ohshima and Yamaguchi had come up with the idea of making a hedgehog character.{{ref|1=https://www.youtube.com/watch?v=N_25hXDmbyc}}
File:s1concept-eggman.jpg|The initial drawing of what would become Dr. Eggman. [[:File:S2 ElectronicGamingMonthly Issue45 April1993 Page46.jpg|This EGM article]] goes on about how he was one of the finalists as to who would be the protagonist in the game.
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GD Sonic1 GDC2018 Hedgehog.png|Line art of the early refining of the character.
File:EggmanConceptArt.png|Later concept art of Dr. Eggman.
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GD Sonic1 Concept Sonic 03.png|An early colored version of Sonic, next to a doodle.
File:S1concept-FinalEggman.png|Dr. Eggman in his final form.
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Sonic1_SonicConceptArt1.jpg|
File:SonicTheHedgehogLogoCollection.jpg|A collection of various logos associated with Sonic the Hedgehog.
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S1concept-HEDGEHOG.png|The final colored version of the preceding Sonic design.
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GD Sonic1 Concept Robotnik 01.png|Early line art of Dr. Eggman, back when he was still in the running as a protagonist.
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Sonic1_EggmanConcept.jpg|A full color version of the polka dot pajamas.
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GD Sonic1 Concept Robotnik 02.png|An alternate scan, including two smaller images of Eggman.
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File:EggmanConceptArt.png|Later concept art of Dr. Eggman, donning familiar clothing.
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Sonic1 MD Development Banners1.png|Artwork of Sonic the Hedgehog intended for promotional use at the ‘90 Tokyo Toy Show.{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}}
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Sonic1 MD Development Banners2.png|"My name is Sonic."
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GD Sonic1 GDC2018 Logo.png|An early version of the ring and wings logo. The text below mentions the 1947 test pilot origin.
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Sonic 1 Concept 12.jpg|In color. Was used on assorted merchandise to promote the game.
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Sonic 1 Concept 01.jpg|An early sketch of Sonic.{{ref|https://web.archive.org/web/20210118030408/https://twitter.com/NaotoOhshima/status/850292613504577536}} It was eventually cleaned up and featured on the Japanese and European box art.
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Sonic 1 Concept 08.jpg|Color Sheet.{{ref|https://web.archive.org/web/20210118031946/https://twitter.com/NaotoOhshima/status/855082418683891713}}
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Sonic 1 Concept 10.jpg|Flyer Concept "plan 2."{{ref|https://web.archive.org/web/20210124235933/https://twitter.com/NaotoOhshima/status/856011701551902720}} The headline says "ill weeds grow apace".
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Sonic 1 Concept 02.jpg|Letterhead Concept.{{ref|https://web.archive.org/web/20200530040501/https://twitter.com/NaotoOhshima/status/849838840269258752}} The headline says "let's throw away crappy games and love that has vanished in tears".
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Sonic 1 Concept 06.jpg|A rough draft of Sonic's victory pose at the end of ''Sonic the Hedgehog''.{{ref|https://web.archive.org/web/20210118031534/https://twitter.com/NaotoOhshima/status/850712004507467777}}
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GD Sonic1 GDC2018 Animations1.png|Concept art for various in-game Sonic sprite animations.
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GD Sonic1 GDC2018 Animations2.png|Concept art for various in-game Eggman sprite animations.
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GD Sonic1 GDC2018 Animations3.png|Sketched frames for an unused dancing sequence, presumably intended for the sound test.
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Sonic 1 Concept 04.jpg|A humorous doodle drawn during ''Sonic the Hedgehog'''s development in 1990.{{ref|https://web.archive.org/web/20210118030948/https://twitter.com/NaotoOhshima/status/854605381569363972}}
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Sonic 1 Concept 11.jpg|Promotional art featuring Sonic, Flicky, Pocky, and Pecky.
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Sonic 1 Concept 03.jpg|Art of Sonic illustrating his run cycle and speed. "In the old days, I used to sketch all animation patterns and draw dots."{{ref|https://web.archive.org/web/20210118051643/https://twitter.com/NaotoOhshima/status/849660107042430976}}
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Sonic1_PromotionalArt_Concept1.jpg|Finalized art of Sonic. Also used for reference.
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Sonic1_PromotionalArtwork_Concept2.jpg|Finalized art of Sonic. Also used for reference.
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S1concept-FinalSonic.png|A colored, finalized drawing of Sonic the Hedgehog.
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Sonic1 MD Model 1990.jpg|Physical 3D model of Sonic used as a reference for animators. It was also the basis for the ''[[Sonic CD]]'' title screen. Sculpted by [[sega:Taku Makino|Taku Makino]]{{ref|https://web.archive.org/web/20180518223430if_/https://twitter.com/NaotoOhshima/status/847104354020552706}}
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S1concept-FinalEggman.png|Dr. Eggman sitting in his Eggmobile.
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Sonic 1 Concept 09.jpg|Lineart of Sonic the Hedgehog, intended for promotional material.{{ref|https://web.archive.org/web/20210118052038/https://twitter.com/NaotoOhshima/status/855301360756981762}}
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Sonic 1 Concept 13.jpg|Original illustrations used for the Mega Drive precautions in the Japanese manual.{{ref|https://web.archive.org/web/20210118052206/https://twitter.com/NaotoOhshima/status/924929650848972800}}
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Sonic 1 Concept 05.jpg|An early illustration featuring Sonic, Dr. Eggman, and animal friends, for use on tags attached to merchandise.
 
</gallery>
 
</gallery>
  
===Madonna/Unnamed Enemies===
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====Madonna & unnamed enemies====
[[File:Sonic_Gems_300.jpg|right|thumb|220px|Sonic, Madonna, and Eggman dressed in a bee-like outfit. Also pictured are various enemy concepts that were ultimately not used.]]
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[[File:Sonic1 MD Development Characters.png|right|thumb|320px|Sonic & Madonna. Also pictured is Eggman dressed in a bee-like outfit, plus various enemy concepts that went unused.]]
A concept that was toyed around with but ultimately dropped from the final product was the character Madonna. Intended to be a love interest for Sonic, it is unknown just how the dynamic between the two characters would have been if placed in-game. According to Naoto Ohshima, Madonna was meant to be a "male fantasy" by chasing Sonic about,[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=98s] though it is unknown if she was meant to follow Sonic in the game or simply be a subtle plot point relegated to promotional material. The concept art for the character was featured in the compilation title ''[[Sonic Gems Collection]]'', although artwork for the character had been on the Internet prior to the game's release. The project manager of ''Sonic the Hedgehog'' for Sega of America, Madeline Schroeder, later made the claim that she was responsible for the removal of the character in an attempt to make the game an easier sell in western markets.[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=130s] However, this claim was later contradicted by Yuji Naka, who, when recalling the development process of the game, explained that Madonna never went beyond the concept stage primarily because of the stark comparison her presence would have made between ''Sonic'' and the ''Super Mario Bros''. series. Having a heroine who would be kidnapped and subsequently rescued by the hero of the game was such a cliche at that point that Sonic Team wanted to focus on the battle between Sonic and Eggman. The first known reference to Madonna by name in a printed article was [[:File:Highscore1.jpg|in High Score magazine]]. The idea of a hedgehog/human romance was eventually pursued in the game ''[[Sonic the Hedgehog (2006)]]'' through the character of [[Princess Elise]], with less than stellar results.
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Among the original concept of ''Sonic the Hedgehog'' was a character named Madonna. Inspired in part by the singer of the same name,{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 155}} she was intended to be a love interest for Sonic. When Naoto Ohshima first showed off Sonic’s design, many of his colleagues thought that the character was "cute" and "a child," but in Ohshima’s mind Sonic was a bit older and mature.{{fileref|HistoryofSonicTheBirthofanIcon Video.mp4}} To make this clearer, he created an adult woman in a red dress who would be his girlfriend.{{ref|''The History of Sonic the Hedgehog'', Pix'N Love, page 99}} She was meant to be "like a male fantasy," chasing the hedgehog about.{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}} Whether or not she was meant to literally follow him in the game at any point is unknown, though it is likely she was to chase him only in promotional material.
  
At the same time the idea for Madonna was on the drawing board, the team also briefly considered having a slew of various living beings fight against Sonic, ranging from a six-fingered hand to a demon-like entity. Though many were drawn up by Ohshima, in the end everyone agreed that the mustached-fellow was still the best of the lot, and far closer to what they wanted to accomplish with the game. In the end, only Sonic and Eggman of the group shot were fully fleshed out and placed into the final product.
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Sega of America's project manager for ''Sonic'', Madeline Schroeder, stated that she was responsible for the removal of the character in an attempt to make the game an easier sell in western markets{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}}. However, this was later contradicted by Yuji Naka during an interview at [[Summer of Sonic]] 2011. When recalling the development process, Naka explained that Madonna never went beyond the concept stage primarily due to the stark comparison her presence would have made between ''Sonic'' and the ''Super Mario Bros''. series. Having a heroine who would be kidnapped and subsequently rescued by the hero of the game had become a cliché, and the team decided they should focus on Sonic just fighting the main villain.{{ref|1=https://www.youtube.com/watch?v=a9B8Isv7EY0}}
  
The enemy with a large jaw seems to have actually been implimented in a very early version of the game. A image showing this can be seen [[:File:Beep sonic GHZ1.jpg|here]].
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One of the initial pieces of concept art featuring Madonna also included a variety of potential enemies Sonic would be forced to fight. When responding to an email from a fan, Naoto Oshima stated:
 +
{{quote|Thanks for your mail. I drew that. Why is the boss of that drawing a monster? Is that a fantasy world? The world in the drawing is a nightmare world. Since I've got nothing to do, I'll write the reason on Twitter. This was Sonic's original concept before it became what it is now.|[[Naoto Oshima]]{{ref|https://www.youtube.com/watch?v=ZHI4NCsPuBw}}}}
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In the first ever public demo of ''Sonic the Hedgehog'', a large-jawed enemy was visible, technically being the first sprite Sonic ever had to face off against. As the concept for ''Sonic'' was refined, this enemy was completely removed. In the end, the only antagonist that survived was the bumblebee-clad man, who would eventually become Dr. Eggman.
  
<gallery widths="148px" heights="148px" >
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<gallery widths="320px" heights="240px" >
File:S1concept-Madonna.jpg|Sonic and Madonna.
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SonicGems299.jpg|Madonna in various poses daydreaming of a certain blue hedgehog.
File:SonicGems299.jpg|Madonna in various poses daydreaming of a certain blue hedgehog.
 
 
</gallery>
 
</gallery>
  
===Sound Test Band===
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====Sonic the Hedgehog Band====
[[File:Sonicband.jpg|right|thumb|220px|The Sonic the Hedgehog Band.]]
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[[File:Sonicband.jpg|right|thumb|320px|The Sonic the Hedgehog Band, in full color.]]
 +
During the development process, Sonic was at one point meant to front a musical group, serving as lead singer. The other members of the band were [[Max the Monkey]] on bass guitar, [[Mach the Rabbit]] on drums, [[Sharps the Parakeet]] on lead guitar, and [[Vector the Crocodile]] on keyboards. In storyboards that were part of the original ''Sonic the Hedgehog'' design document,{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 182}} the various members of the band were meant to be a part of the story, needing rescue by Sonic after having been captured by Dr. Eggman. They were also meant to bookend the game, featured not only in the ending but also seen when the Sega logo appeared.
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 +
Though it is currently unknown if they were ever realized in an early prototype of the main game, the band was also planned to be used in a separate sound test screen. Wanting to do something special for the music, an elaborate animated sequence was conceived, featuring Sonic the Hedgehog moonwalking and breakdancing along to the music his band would perform.{{ref|https://web.archive.org/web/20060619194711/http://xbox.gamespy.com/articles/654/654750p5.html}}
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 +
Two disparate accounts exist regarding why the band was completely removed. Madeline Schroeder, among others, have stated that it was a decision from Sega of America to cut the band from ''Sonic'', in their effort to soften the character and his world for an American audience.{{fileref|SonicAVeryQuickHistory GameTap Video Part2.mp4}} However, Yuji Naka claimed that the reason for the band's removal was far more benign, an unfortunate victim of time constraints. With the sound test relegated to the hidden level select, the freed up memory in the program was instead used to house the "SEGA" chime that was used in Japanese advertisements of the time. The sound clip ended up using an eighth of the cartridge space.{{ref|https://web.archive.org/web/20060619194711/http://xbox.gamespy.com/articles/654/654750p5.html}} Naka would later say his epiphany to use the sound was "a very good decision."{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 279}}
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 +
Removed from the final product, the band characters would be used in a limited capacity for promotion of the game, including a handful of color illustrations and a cameo appearance in the first volume{{fileref|MegaDriveFan_JP_19910701_f.pdf|page=9}} of ''[[Sonic the Hedgehog Story Comic]]''. While a character similar to Sharps named Max the Parrot{{ref|https://web.archive.org/web/20210118200130/https://twitter.com/NaotoOhshima/status/975790031632719873}} would be conceptualized in 1992,{{ref|https://web.archive.org/web/20210118195322/https://twitter.com/NaotoOhshima/status/988052494126235648}} Vector would end up being the only character from the band to become a member of the game cast.
  
Another concept that was forced to be dropped was the idea of Sonic being the lead in a band. Though not meant to be a part of the gameplay, there was originally intended to be a full-fledged sound test within the game, complete with animated graphics of Sonic break-dancing to the music of the "Sonic the Hedgehog Band." [[Vector the Crocodile]], who would make his official introduction in the [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]'', was originally meant to be the keyboardist for this graphic. [[Sharps the Chicken]], [[Max the Monkey]], and [[Mach the Rabbit]] were to round out the cast playing the guitar, bass, and drums respectively. Due to time constraints, the concept had to be scrapped, a no-frills sound test becoming part of the hidden level select screen. The extra space designated for the graphics was given to the "SEGA" choir chime heard in the beginning of the game, which took up nearly an eighth of the cartridge space.[http://xbox.gamespy.com/articles/654/654750p5.html] With the exception of Vector, none of these characters have been used in a Sonic the Hedgehog game, although Sharps, Max, and Mach have recently surfaced in the pages of the [[Archie Comics|Archie]] comic ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]''.
+
The visual of Sonic holding a microphone was featured in the credits of the 8-bit version of ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'', though it is unknown if the sprite art used was based on any sprite intended for the removed 16-bit sound test, or simply inspired by concept art.
  
===Level Concept Art===
+
<gallery widths="320px" heights="240px" >
The following is a collection of images drawn up by Naoto Ohshima during the production of ''Sonic the Hedgehog'' during the zone creation process.
+
Sonic1_BandConcept.jpg|Original line art
 +
GD Sonic1 GDC2018 Band.png|Alternate line art
 +
</gallery>
  
<gallery widths="148px" heights="148px" >
+
===Game concept art===
File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.
+
====Naoto Ohshima====
File:S1concept-Loops.jpg|Alternate scan of the stylized loop art not used in final.
+
=====Levels=====
File:S1concept2.JPG|Concept art of a [[Green Hill Zone]]-esque area. Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background
+
The following is a collection of images drawn by Naoto Ohshima during the production of ''Sonic the Hedgehog'''s Zone creation process. It is possible that two of these pieces are meant to represent the unmade levels "Gold World" and "Chinese World."{{ref|''Sega Mega Drive/Genesis: Collected Works'', page 329}}
File:S1concept3.JPG|Text Translation: Rocky mountain and underwater stage... Japanese styled rocky mountain stage, with underwater scene. In the map, spin (jump) and you can cross the water, but various techniques make it possible to (...) the course.
+
<gallery widths="320px" heights="240px" >
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TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1581.jpg|Translation: "1. Metallic stage... A gleaming, gold plated landscape with a Southeast Asian feel."{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 180}}
 +
S1concept-Loops.jpg|Alternate scan. This image would inspire the loops present in [[Golden Capital Zone]], from ''[[Sonic Superstars]]'''.
 +
TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1582.jpg|Concept art of an early [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]]. Translation: "2. CG style stage... The background consists of a blue sky and green hills, rendered in a CG style never seen before."{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 180}}
 +
Sonic1 MD Development GHZ.png|Alternate scan.
 +
TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1583.jpg|Concept art showing multiple paths, using a move that isn’t in the final game. Translation: "3. Sonic mountain/underwater stage ... Japanese style rocky hills with underwater sections. The illustration shows how the character can spin to move across the surface of the water. There will be various courses to choose from, dependent on skill."{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 181}}
 
File:S1concept-WaterArt.jpg|Alternate scan.
 
File:S1concept-WaterArt.jpg|Alternate scan.
File:S1concept4.JPG|Concept art of a [[Marble Zone]]-esque area. Text Translation: Stage where the land shakes... The underground has an amoeba shape and the ground shakes. The amoeba shaped terrain (...) with canals. Can also dive into the ground.
+
TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1584.jpg|Concept art of a [[Marble Zone]]-esque area. Translation: "Quaking landform stage... The ground is made from a primordial material which shakes and trembles. The character can burrow through the landscape."{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 181}}
 
File:S1concept-MarbleZone.jpg|Alternate scan.
 
File:S1concept-MarbleZone.jpg|Alternate scan.
File:S1concept5.JPG|
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File:S1concept-Marble.jpg|Further concept art of a ruins area, identified as Marble Zone.
File:S1concept6.JPG|
+
File:Sonic_1_concept_sparkling.png|A conceptual [[Spring Yard Zone]], complete with the unused hand enemy, using its original name Sparkling Zone.{{ref|''Sonic the Hedgehog Art & Design Book'', Cook & Becker, page 32-33}}
File:S1concept7.JPG|
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File:S1concept-labyrinth.jpg|Concept art of [[Labyrinth Zone]].{{ref|''Sonic the Hedgehog Art & Design Book'', Cook & Becker, page 32}}
 +
File:S1concept-Starlight.jpg|Concept art marked as belonging to [[Star Light Zone]].
 +
TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1585.jpg|Rough translation: "5. space themed stage ..... your jump height will increase. in the image there is a two player mode in the concept."{{ref|https://web.archive.org/web/20210119234955/https://twitter.com/SNick_WT/status/1338511357000503297}}
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Sonic1 MD Development SLZ.png|Alternate scan.
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TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1586.jpg|Rough translation: "6. Great spirit world themed stage ..... based off of china like place."{{ref|https://web.archive.org/web/20210119234730/https://twitter.com/SNick_WT/status/1338511317444014087}}
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File:Sonic1_Concept_6Ver2.jpg|Alternate scan.
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TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1587.jpg|Rough translation: "7. Laboratory instrument like stage .....placing the pipe to spin through it."{{ref|https://web.archive.org/web/20210119235404/https://twitter.com/SNick_WT/status/1338511800090955778}}
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File:Sonic1_Concept_TubeArt2.jpg|Alternate scan.
 
File:S1concept-TubeArt.jpg|Alternate scan of previous two images.
 
File:S1concept-TubeArt.jpg|Alternate scan of previous two images.
File:S1concept8.JPG|Concept art of a [[Scrap Brain Zone]]-esque area.
+
TomPaynePapers Binder Clip 5 (Sonic the Hedgehog 1 Level Concepts) image1588.jpg|Concept art of a [[Scrap Brain Zone]]-esque area. Rough translation: "8. Megalopolis stage ..... going through tricky gimmicks to advance."{{ref|https://web.archive.org/web/20210120000058/https://twitter.com/SNick_WT/status/1338512712033325061}}
File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in "SPEC," this concept art shares similar features to the early Green Hill Zone demonstration at the 1990 Tokyo Toy Show, including the trees in the foreground, the blocky area underneath the mountains, and even Sonic's pose. Unlike the preceding images, it is unknown if this image was drawn by Ohshima.
+
Sonic1 MD Development SBZ.png
 +
</gallery>
 +
 
 +
=====Animated Sequences=====
 +
The following is a collection of conceptual storyboards for various animated sequences and cutscenes drawn by Naoto Ohshima in 1990.
 +
<gallery widths="300px" heights="428px">
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File:GMDCollectedWorksConcepts1.png|An unused "SEGA" sequence which featured members of Sonic's Band.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 182}}
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File:GMDCollectedWorksConcepts2.png|The title screen, lowering from above.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 182}}
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File:GMDCollectedWorksConcepts3.png|Concept art for the Continue screen, Game Over screen, and a cut item collection mechanic.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 182}}
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File:GMDCollectedWorksConcepts4.png|Concept Art for a Mid Boss, Zone Clear sequence, and Stage Clear sequence. The Mid Boss seen here would be further developed into the [[Green Hill Zone boss]].{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 182}}
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File:GMDCollectedWorksConcepts5.png|Concept art for the final boss. Elements of this concept may have been implemented at one point in the [[Sonic the Hedgehog (8-bit)|8-bit version]], evidenced by [[Sonic the Hedgehog (8-bit)/Hidden_content#Art|left over turret sprites]] in the Master System version.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 183}}
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File:GMDCollectedWorksConcepts6.png|Storyboards for the original ending sequence.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 183}}
 +
File:GMDCollectedWorksConcepts7.png|Storyboards for the original ending sequence. The concept of Sonic falling from the sky and being saved mid-air would be reused in the ending of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 183}}
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File:GMDCollectedWorksConcepts8.png|Storyboards for the original ending sequence. The only surviving element is Sonic's victory pose.{{ref|''Sega Mega Drive/Genesis: Collected Works'', Page 183}}
 
</gallery>
 
</gallery>
  
==Tokyo Toy Show 1990==
+
=====Enemies=====
[[File:S1TitleBlack.png|right|thumb|220px|The title screen from the Tokyo Toy Show demo. Similar to the final, it lacks a background, making it appear more like the [[Sonic the Hedgehog (8-bit)|8-bit version]] of the game.]]
+
The following are early drawings of various Badniks in ''Sonic the Hedgehog.''
 +
<gallery>
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GD Sonic1 GDC2018 Beeton.png|[[Buzz Bomber|Beeton]]
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GD Sonic1 GDC2018 GaniGani.png|[[Crabmeat|Ganigani]]
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GD Sonic1 GDC2018 Motora.png|[[Moto Bug|Motora]]
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GD Sonic1 GDC2018 Nal.png|[[Caterkiller|Nal]], featuring two more body segments than the final version.
 +
GD Sonic1 GDC2018 Yadrin.png|[[Spikes|Yadrin]]
 +
</gallery>
 +
 
 +
====Hirokazu Yasuhara sketches====
 +
[[Hirokazu Yasuhara]] was the lead game designer on ''Sonic the Hedgehog''. Below are a number of his sketches showcasing layout and zone obstacles, some of which would not make it into the final version of the game.
 +
<gallery>
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Sonic 1 Level Gimmicks 02.jpg|Zone 1 Map Idea 001. Rough translation: "Bridge. It doesn’t fall when it’s running. It falls when it rolls. Dropped, bridge, rolled, accumulated. The door doesn't matter."
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GD Sonic1 GDC2018 Bridges.png|Alternate scan.
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Sonic 1 Level Gimmicks 03.png|Zone 1 Map Idea 002.{{ref|https://web.archive.org/web/20210120021700/https://twitter.com/Yasuharah/status/868232462320586752}}
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Sonic 1 Level Gimmicks 01.jpg|Zone 1 Map Idea 003.
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GD Sonic1 Spring2.jpg|Zone 1 Map Idea 005, Part 1. "Speed and height are good friends."{{ref|https://web.archive.org/web/20200824033720/https://twitter.com/Yasuharah/status/870394123857018880}}
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GD Sonic1 Spring1.jpg|Zone 1 Map Idea 005, Part 2. "Springs carry you to hidden paths."{{ref|https://web.archive.org/web/20210125003724/https://twitter.com/Yasuharah/status/871154657392906240}}
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GD Sonic1 Spring4.png|Zone 1 Map Idea 005, Part 3.{{ref|''High Score'' Episode 4: "This is War"}}
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GD Sonic1 Spring3.jpg|Further concept sketches of the spring gimmick.{{ref|https://web.archive.org/web/20210120034221/https://twitter.com/Yasuharah/status/869658072234328064}}
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GD Sonic1 GDC2018 Spinning.png|Concepts for obstacles that could slow speed, such as water and dirt.
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GD Sonic1 WaterConcept.jpg|"This is also a gimmick which related with water."{{ref|https://web.archive.org/web/20210123192151/https://twitter.com/Yasuharah/status/893629024169213952}}
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GD Sonic1 WaterConcept2.jpg|"This was an idea for water-level. Character has to prepare floating platform in a certain time."{{ref|https://web.archive.org/web/20210123191915/https://twitter.com/Yasuharah/status/889960568882208768}}
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GD Sonic1 Swamp.jpg|"Bottomless swamp makes the character slow down. Player has to tap jump button rapidly to let him escape from there."{{ref|https://web.archive.org/web/20210123191559/https://twitter.com/Yasuharah/status/881046330176446464}}
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GD Sonic1 Bombs.jpg|Concept for opening alternate paths with bombs. "This idea didn't adopt for the game. Because Sonic runs too fast to see this sort of gimmicks."{{ref|https://web.archive.org/web/20210121190958/https://twitter.com/Yasuharah/status/877734429040365568}}
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Because Sonic runs too fast to see this sort of gimmicks."{{ref|https://web.archive.org/web/20210121190958/https://twitter.com/Yasuharah/status/877734429040365568}}
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GD Sonic1 Spikes.jpg|"I'd been looking for the reason why player has to let the hero perform 'rolling.'"{{ref|https://web.archive.org/web/20210120191555/https://twitter.com/Yasuharah/status/874482224925622272}}
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GD Sonic1 Icicles.jpg|"Level Environment would be also changed its behavior by the difference of character-form."{{ref|https://web.archive.org/web/20210125003843/https://twitter.com/Yasuharah/status/872569578211074050}}
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GD Sonic1 GDC2018 Zone1.png|"Zone 1"
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Sonic 1 Green Hill Level Map.jpg|Map of Green Hill Zone Act 1.{{ref|1=https://www.youtube.com/watch?v=J-3avMBqJ9s}}
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GD Sonic1 Green Hill Partial Level Map.jpg|A cleaner scan of a portion of the zone.
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GD Sonic1 GDC2018 GHZMap2.png|Segment of Green Hill Zone Act 1.
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GD Sonic1 GDC2018 GHZLoop.png|Segment of Green Hill Zone Act 1.
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GD Sonic1 GDC2018 GHZScreenMap.png|Level chunks used for Green Hill Zone Act 1.
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GD Sonic1 GDC2018 Zone3.png|"Zone 3"
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GD Sonic1 GDC2018 Zone6 1.png|"Zone 6"
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GD Sonic1 GDC2018 Zone6 2.png|"Zone 6" part 2
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GD Sonic1 GDC2018 Enemies1.png|"Enemy Spec" part 1
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GD Sonic1 GDC2018 Enemies2.png|"Enemy Spec" part 2
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GD Sonic1 GDC2018 Enemies3.png|"Enemy Spec" part 3
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GD Sonic1 GDC2018 Enemies5.png|"Enemy Spec" part 5
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GD Sonic1 GDC2018 Enemies6.png|"Enemy Spec" part 6
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</gallery>
 +
 
 +
=='90 Tokyo Toy Show==
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===Sonic the Hedgehog demo===
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''Sonic the Hedgehog'' was officially revealed to the world at the [[sega:'90 Tokyo Toy Show|'90 Tokyo Toy Show]] which took place during the second week of June, 1990. Shown off early in the development process, not even the loops of Green Hill Zone existed, Sonic only able to "run at high speed on a slightly wavy track."{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} As so little was done at the time, the team wanted to try and "bluff" their way through the demo,{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}} making the game look far more polished than it actually was. The draw was the seven layers of parallax scrolling, with trees and rock formations in the foreground moving independently from clouds and other objects in the background.
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Lacking a promotional budget for the show, Naoto Ohshima ended up making a number of signs and posters by hand, having them set up in and around Sega's booth.{{ref|https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html}}
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Years later, during the development of ''[[Sonic Mega Collection]]'', Naka wanted to include this specific prototype in the game compilation.{{ref|https://info.sonicretro.org/Yuji_Naka_interview_by_Games_Radar_(June_27,_2011)}} Unfortunately, he was unable to find the ROM in Sonic Team's archives.
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 +
====Title screen====
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<gallery widths="320px" heights="240px" >
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GD Sonic1 TTS90 Title Screen 1.jpg|An explosion effect, appearing during the Sega logo.{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 Title Screen 2.jpg|Another frame, the Sega logo visible.{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 Title Screen 3.jpg|The title screen from the Tokyo Toy Show demo. Similar to the final, it lacks a background, making it appear more like the [[Sonic the Hedgehog (8-bit)|8-bit version]] of the game.{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 Title Screen 4.jpg|{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 Title Screen 5.jpg|{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 Title Screen 6.jpg|{{ref|https://archive.ph/wC0uq}}
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Sonic_1_TTS-90-3_zpsdlnyy46o.jpg|{{fileref|EGM US 013.pdf|page=88}}
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GD Sonic1 TTS90 Title Screen 7.jpg|{{ref|https://archive.ph/wC0uq}}
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S1TitleBlack.png|
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</gallery>
 +
 
 +
====Green Hill Zone====
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<gallery widths="320px" heights="240px" >
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GD Sonic1 TTS90 GHZ Image 1.jpg|The likely starting point of the stage. A blue structure is noticeable in the background, missing from the final game.{{ref|https://archive.ph/wC0uq}}
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GHZ-DarkBG.jpg|The same location, but with the clouds in a different position, implying automatic scrolling.{{fileref|EGM US 013.pdf|page=88}}
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Sonic1 MD TTS90 01.jpg|Walking along.{{magref|famitsu|105|187}}
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GD Sonic1 TTS90 GHZ Image 2.jpg|Sonic faces an enemy as it jumps over him.{{ref|https://archive.ph/wC0uq}}
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Sonic_1_TTS-90-1_zpsek8fvqhv.jpg|The enemy arcs over Sonic as he runs forward.
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Beep sonic GHZ1.jpg|The enemy, unused in the final game, did appear in early concept art.
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Sonic1 MD TTS90 02.jpg|Sonic jumping, uncurled, over another unnamed enemy.{{magref|famitsu|105|187}}
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File:Sonic_1_TTS-90-2_zpstjkvvyl1.jpg|Another sprite for the unnamed enemy is visible here.
 +
GD Sonic1 TTS90 GHZ Image 3.jpg|Sonic nearly goes off scren.{{ref|https://archive.ph/wC0uq}}
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GD Sonic1 TTS90 GHZ Image 4.jpg|A sign known only to exist in this build. It says "You Are Welcome" and "Never Open."{{ref|https://archive.ph/wC0uq}}
 +
File:GHZ-WelcomeSign.png|Sonic in front of the sign. Based on the background, it seems to be in another location than the previous one.{{magref|famitsu|105|187}}{{fileref|EGM US 016.pdf|page=12}}.
 +
GD Sonic1 TTS90 GHZ Image 5.jpg|A message in Japanese appears over Sonic. Translates to "debut approaching".{{ref|https://archive.ph/wC0uq}}
 +
Beep sonic GHZ2.jpg|The message stays on screen as Sonic continues to run, presumably at the end of the demo.
 +
Sonic_1_TTS-90-4_zpsz1fvwzmo.jpg|A close-up of an early Sonic. His sprites are completely different to the final game.
 +
GD Sonic1 TTS90 GHZ Enemy Cropped.jpg|A close up of the unnamed enemy. Facing towards the right, it possibly turned to look at Sonic, who avoided it.{{ref|https://archive.ph/wC0uq}}
 +
</gallery>
 +
 
 +
====Other====
 +
<gallery widths="320px" heights="240px" >
 +
GD Sonic1 90TGS Photograph.jpg|The game on display at the show, visible in the column of monitors second from left.{{ref|https://web.archive.org/web/20220427231531/https://forums.sonicretro.org/index.php?threads/naoto-ohshima-twin-star-wonder-hedgehog-1990-tokyo-toy-show-and-other-goodness.40767/ Beep21}}
 +
</gallery>
 +
 
 +
===Rotation tech demo===
 +
Separately at the Tokyo Toy Show, Sega had a brief technical demonstration of the Mega Drive hardware, showing real-time rotation and scaling. The graphics used in the demo featured various Sega properties, including ''Alex Kidd'', ''Phantasy Star'' and the brand new ''Sonic the Hedgehog''. In the demo, a single image of Sonic, Madonna and the game's logo is shown scaling in real time over a background of Sega logos. A sped-up version of the Green Hill Zone music is played during the sequence{{ref|1=https://www.youtube.com/watch?v=wsbaDltkfTc}}.
 +
<gallery widths="320px" heights="240px" >
 +
S1concept-Madonna.jpg|A screenshot of Sonic and Madonna as they appeared in the tech demo.
 +
</gallery>
 +
 
 +
==Winter Consumer Electronics Show 1991==
 +
[[File:GHZ-CES91-1.jpg|right|thumb|320px|A still from the playable demo of ''Sonic the Hedgehog'' from CES 1991. Visible are the flashing Eggman monitor and a decidedly different version of the Ton-ton.]]
 +
 
 +
On March 12, 1991, an episode of ''Computer Chronicles''{{ref|https://archive.org/details/ces_2}} focused on the 1991 Winter Consumer Electronics Show. The show happened to include footage of an early build of ''Sonic the Hedgehog'', which was playable on the show floor. Numerous differences from the final game can be seen even in the short glimpse of Green Hill Zone. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief appearance of an Eggman [[monitor]] which goes unused in the final game.
  
The first glimpse of ''Sonic the Hedgehog'' in video game form was at the Tokyo Toy Show in June of 1990, which also happened to be the first time the game could be played by the general public. In [[Yuji Naka interview by Games Radar (June 27, 2011)|a retrospective interview]] with Yuji Naka, it was revealed that the original Sonic Team put together a small, playable technical demo for the show featuring Sonic in an early version of the [[Green Hill Zone]]. Though development had just begun, this first known build has some advantages over the final version of the game, possessing seven layers of parallax scrolling, with trees and rocks in the foreground being independent from the clouds and other objects in the background, all separate from the scrolling of Sonic the Hedgehog as he ran through the hilled terrain.
+
The monitors seen in this footage{{ref|1=http://www.youtube.com/watch?v=gtaM0Xme21k}} seem to be cycling through different power-up icons - in the footage available, the first monitor which appears can be seen to change between an Eggman icon and a Sonic icon, and the second monitor cycles through the first and second frames of static, and finally to the Eggman icon just as it disappears off-screen. Each frame seems to be displayed for around half a second before changing to the next in sequence - as the player doesn't break either monitor, it's unknown whether the effect of the monitor was intended to be dependent on which icon was displayed when it was broken, or if the programming for the monitors had yet to be finalized and this was simply a test routine for displaying the various different power-up icons.
  
Being the earliest representation of the Green Hill Zone, it is also reflective of what was found in early materials used both internally and in promotional articles. One of the most prominent differences between this version and the final are the strange blue structures in the background, though it is unknown if they are meant to represent a city or are simply a natural yet surreal rock formation. With both trees and giant rocks in the foreground which presumably had layers of scrolling independent of each other, the entire style was indicative of what was to come. Though foreground items were not found in the final, the rocks would be modified and used in the released layouts of the game, transformed into downsized, colored purple obstacles in the final release. The clouds of this early pre-release are also bigger, seemingly appearing with less frequency than in the mainstream product.
+
There are also examples of an earlier [[Ball Hog (Sonic the Hedgehog 16-bit)|Ball Hog]] enemy that attacks in a similar fashion to the [[Crabmeat (Sonic the Hedgehog 16-bit)|Crabmeat]] found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in Scrap Brain Zone. Concept art for this variation of the Ball Hog can be seen within the Japanese ''Sonic the Hedgehog'' manual{{fileref|Sonic1 MD JP manual.pdf|page=43}}. Coding for this Ball Hog exists within the [[Sonic the Hedgehog (16-bit) (prototype)|dumped prototype]], where it drops projectiles directly downward.
  
Of note is that in the interview, Naka claims that this tech demo was planned at one stage to be included in ''[[Sonic Mega Collection]]'', but was never in any build as the ROM has since been lost internally at Sega.
+
Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. Sonic's position is represented differently by the debug mode in the final game.
  
<gallery widths="148px" heights="148px">
+
While visually the Green Hill Zone is slightly different from the final version of the level, elements such as the purple flowers and the strikingly close shades of blue in the background did make their way in the finished version. The flowers make an appearance in the ending sequence, while the original Green Hill Zone background appears on the title screen.
File:GHZ-DarkBG.jpg|An area which is presumably the start of the stage. Sonic's standing pose is also different to that seen in the final game.
 
File:GHZ-WelcomeSign.png|A peculiar "Welcome" sign is spotted, though the poor quality photograph renders it unreadable. It is thought to say "You Are Welcome Sega Sonic," and has a picture of a palm tree in the top right hand corner.
 
File:Beep sonic GHZ1.jpg|A unused badnik can be seen here. It appears to be the purple badnik with a large jaw seen [[:File:Sonic Gems 300.jpg|here]].
 
File:Beep sonic GHZ2.jpg|Japanese message in the background. Translates to "debut approaching".
 
  
 +
<gallery widths="320px" heights="240px" >
 +
GHZ-CES91-2.jpg|A still from the brief video footage of the early ''Sonic the Hedgehog'', containing a monitor displaying one of the two static frames and the early version of the Ball Hog Badnik.
 +
GD Sonic1 GHZ 1.jpg|A magazine screenshot of this build. The differences are less evident here, though debug mode is turned on.{{fileref|Zero UK 22.pdf|page=64}}{{fileref|GameZone UK 01.pdf|page=97}}
 +
GHZ-loop.jpg|{{fileref|SegaVisions US 04.pdf|page=17}}
 +
GHZ-Debug.jpg|{{fileref|SegaVisions US 04.pdf|page=16}}
 
</gallery>
 
</gallery>
  
==Consumer Electronics Show 1991==
+
==Promotional screenshots==
[[File:GHZ-CES91-1.jpg|right|thumb|220px|A still from the playable demo of ''Sonic the Hedgehog'' from CES 1991. Visible are the flashing Eggman monitor and a decidedly different version of the Ton-ton.]]
+
The following is a collection of images published in a variety of sources used to advertise ''Sonic the Hedgehog'' and to comment on its progress. Many of these screenshots can be sourced from the [[Sonic the Hedgehog (16-bit) (prototype)|dumped prototype]], though a few screenshots may have come from earlier/later builds before the final release.
  
[http://www.youtube.com/watch?v=L9H3edAcnZ4 These] [http://www.youtube.com/watch?v=2l4IPW6fkJw two] short clips uncovered by community member [[drx]] feature footage taken at the Consumer Electronics Show in March of 1991. Though demoed only three months before the game hit U.S. shores, the footage recorded features numerous differences even in the first level of the game. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief notice of an image of Eggman in a [[monitor]] flashing in an almost roulette-styled fashion, though it is unknown what the result of hitting the box would be. As the player doesn't jump onto it, whether there were meant to be item boxes that gave you random power-ups or if the programming for the monitors had yet to be finalized is unknown.
+
===CES-like builds===
 +
====Title screen====
 +
<gallery widths="320px" heights="240px" >
 +
S1StageSelect.jpg|An early level select. The zones are placed in their original order. Final Zone is not listed and Xs are listed after some levels. The "Press Start Button" text is also visible.{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
</gallery>
  
There are also examples of an earlier Ton-ton enemy that attacks in a similar fashion to the [[Crabmeat|Ganiganis]] found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in the final version of the Scrap Brain Zone. Concept art for this variation of the Ton-ton can [[:File:Sonic1 jp manual 42 43.gif|be seen within]] the Japanese ''Sonic the Hedgehog'' manual.
+
====Green Hill Zone====
 +
<gallery widths="320px" heights="240px" >
 +
GHZ-PinkFlowers.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
Sonic1 MD Development GHZ 03.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
GHZ-Hurted.jpg|After being hit, Sonic gets knocked back more than in final.{{fileref|SegaVisions US 04.pdf|page=17}}
 +
GD Sonic1 GHZ Loop.jpg|In the final game, every loop in Green Hill Zone has a monitor on top. This one doesn't.{{fileref|Mdfan JP 1991-06.pdf|page=2}}
 +
</gallery>
  
It should be noted that CES 1991 also showed videos of ''Sonic the Hedgehog'' that seemed to be later builds than the one playable on the show floor. This suggests that the demo for the electronics show had been put together much earlier than March of '91, though it is impossible to know the exact timeline. Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. Sonic's position is represented differently by the debug mode in the final game. The full video from which these clips are from can be viewed [http://www.archive.org/details/ces_2 here].
+
====Marble Zone====
 +
<gallery widths="320px" heights="240px" >
 +
MZ-Tiles3.jpg|An early Marble Zone featuring graphical work not seen in the final game. Possibly a mock-up.{{fileref|GameZone UK 01.pdf|page=70}}
 +
MZ-Tiles2.png|Same image but from a different source, with noticeable TV scanlines.
 +
MZ-Tiles.jpg|Same image but from a different source, printed in reverse.
 +
MZ-UFO2.png|A newer build, now with red UFOs adorning the sky.{{fileref|MegaForce FR 01.pdf|page=84}}
 +
Sonic1 MD Development MZ 02.jpg|Alternative scan.{{fileref|Joystick FR 015.pdf|page=88}}
 +
MZ-UFODebug.jpg|Different lava graphics from final, but final debug mode HUD position.{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
MZ-Lava.jpg|The green pillars haven't been installed in this early build. The background torch is also not lit and the lava graphics are different.{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
MZ-Mashers.jpg|This different build sees the addition of the pillars, but the torch is still unlit.{{fileref|SegaVisions US 04.pdf|page=16}}
 +
MZ-Spikes.jpg|The infamous "sideways spikes." They were replaced with moving blocks in the final game. The code and graphics for these objects still exist within the final release, but are unused. The background torch is still unlit.{{fileref|SegaVisions US 04.pdf|page=17}}
 +
</gallery>
  
An interesting aside is that while visually the Green Hill Zone is slightly different from the final version of the level, elements such as the purple flowers and the strikingly close water/sky shades of blue in this build did make their way in the finished version. The flowers make an appearance in the final moments of the game after the player has fought the final boss, while the similar shades of blue in the sky and water appear in the title screen.
+
====Sparkling Zone====
 +
<gallery widths="320px" heights="240px" >
 +
Sonic1 MD Development SYZ 04.jpg|Start of Act 1.{{fileref|Joystick FR 015.pdf|page=89}}
 +
Sonic1 MD Development SYZ 03.jpg|{{fileref|Joystick FR 015.pdf|page=88}}
 +
SYZ-Fall.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=86}}
 +
SYZ-Sparkling4.jpg|A [[Moto Bug]] (found only in Green Hill Zone in the final game) and a purple [[Roller]].{{fileref|SegaVisions US 04.pdf|page=16}}
 +
SYZ-Sparkling10.jpg|{{fileref|Megadrive Fan 1991-03.pdf|page=84}}
 +
</gallery>
  
<gallery widths="148px" heights="148px">
+
====Labyrinth Zone====
File:GHZ-CES91-2.jpg|Another still from the brief video footage of the early ''Sonic the Hedgehog'', containing the Eggman monitor and Ton-ton.
+
<gallery widths="320px" heights="240px" >
File:GHZ-loop.jpg|A magazine screenshot of the CES 1991 build. The differences are less evident here, though the debug mode is evident.
+
LZ-BlueBG.jpg|A blue background. This might be before a background was implemented into the zone.{{fileref|VideoGames DE 1991-02.pdf|page=86}}
File:GHZ-Debug.jpg|Likewise.
 
 
</gallery>
 
</gallery>
  
==Early Videos==
+
====Clock Work Zone====
===Portuguese Mega Drive Commercial===
+
<gallery widths="320px" heights="240px" >
[[File:GHZ bossball.JPG|right|noframe|140px]]
+
SBZ-Pic5.jpg|{{fileref|VideoGames DE 1991-02.pdf|page=86}}
A Portuguese Mega Drive commercial available at [http://www.sega-16.com/Video%20Commercial%20Archive.php Sega-16] shows a wrecking ball for the Green Hill Zone boss that has a sparkle which circles around it.
+
</gallery>
  
====Translation of commercial====
+
====Special Stage====
{{quote|Mega Drive by Sega.<br>
+
<gallery widths="320px" heights="240px" >
''Infernal Machine''.<br>
+
Sonic1 MD Development SS 02.jpg|Early Special Stage screenshots feature a layout not seen in the final game. All the bricks are yellow and there appears to be no objects.{{fileref|EGM US 021.pdf|page=46}}
Stereo sound.<br>
+
S1SpecialStage7a.png|{{fileref|Megadrive_Fan_1991-04.pdf|page=113}}
Incredible colors!<br>
+
S1SpecialStage8a.png|The fish background.{{fileref|Megadrive_Fan_1991-05.pdf|page=132}}
16-bit micro-processor.<br>
+
S1SpecialStage8b.png|Screenshots in ''[[sega:Mega Drive Fan|Mega Drive Fan]]'' suggest the stage rotates clockwise. (1){{fileref|Megadrive_Fan_1991-05.pdf|page=132}}
Mega Drive by Sega.<br>
+
S1SpecialStage8c.png|(2){{fileref|Megadrive_Fan_1991-05.pdf|page=132}}
Now also with two controllers and 4 spectacular games, including Sonic!<br>
+
S1SpecialStage8d.png|(3){{fileref|Megadrive_Fan_1991-05.pdf|page=132}}
Sega, it's stronger than you.<br>
+
S1SpecialStage8e.png|(4){{fileref|Megadrive_Fan_1991-05.pdf|page=132}}
Mega Drive, the 16-bit console with most worldwide sales.}}
+
Sonic1 MD Development SS 01.jpg|A screenshot printed on the Mega Drive Brazilian box, distributed by [[Tectoy]].  
 +
S1SpecialStage6.jpg|In this shot, it almost looks as if bricks have been placed at random.
 +
</gallery>
  
===French Sonic Commercial===
+
===Dumped prototype===
[[File:LZ Spring.JPG|right|noframe|140px]]
+
These screenshots line up with [[Sonic the Hedgehog (16-bit) (prototype)|the dumped prototype]]:
[http://www.dailymotion.com/objectifsega/video/x3x23p_sonic-the-hedgehog-pub-fr_videogames This French commercial] showcases an unseen behavior of the spring in Marble Zone,  seemingly extra long when used, and when bumped into the two blocks behind it disappear.
 
  
====Translation of commercial====
+
===="Official" screenshots====
{{quote|Well... are you angry?<br>
+
These screenshots were produced by Sega themselves for promotional material:
It's me, master Sega. So you're choosing Sonic. Let's go.<br>
+
<gallery widths="320px" heights="240px">
Humbabbabbaba humbabababa.<br>
+
Sonic1 MD Development GHZ 02.jpg
Arrrrrrrhhh.<br>
+
GHZ-Loop.jpg
Boing.<br>
+
Sonic1 MD Development GHZ 01.jpg|Seen on the back of the US game cover.
And you're gonna laugh, because you're not even at the half of the game.}}
+
MZ-UFOx.png|{{fileref|SegaVisions US 05.pdf|page=25}}
 +
Sonic1 MD Development MZ 01.jpg|Seen on the back of the US game cover.
 +
GD Sonic MZ 15.jpg|{{fileref|SegaVisions US 05.pdf|page=24}}
 +
Sonic1 MD Development SYZ 01.jpg|
 +
SLZ-pic.JPG|{{fileref|SegaVisions US 05.pdf|page=24}}
 +
GD Sonic SLZ 08.jpg|Loop.{{fileref|Zero UK 22.pdf|page=64}}{{fileref|SegaVisions US 05.pdf|page=24}}{{fileref|User GR 17.pdf|page=14}}
 +
</gallery>
  
==Promotional Screenshots==
+
====Title screen====
The following is a collection of images published in a variety of sources used to advertise ''Sonic the Hedgehog'' and to comment on its progress. Though it is unknown at what point these shots were taken during the development process, each come from a point before release.
+
<gallery>
+
S1Title2.jpg|"Press Start Button" text on-screen.{{fileref|MeanMachines UK 08.pdf|page=94}}
===Title Screen===
+
Sonic1 MD Development LevelSelect.jpg|{{fileref|Console XS UK 01.pdf|page=105}}
<gallery widths="148px" heights="148px" >
+
</gallery>
File:S1Title2.jpg|A near final title screen with "Press Start Button" text on-screen.
+
 
File:S1StageSelect.jpg|An earlier level select. The levels are placed in their original order. Final zone is not listed and Xs are listed after some levels. The "Press Start Button" text is visible once again.
+
====Green Hill Zone====
 +
=====Act 1=====
 +
<gallery>
 +
Sonic1 MD Development GHZ 16.jpg|{{fileref|EGM US 022.pdf|page=81}}
 +
GD Sonic1 GHZ PushMonitor.jpg|[[Moto Bug]] badniks are present.{{fileref|SegaPower UK 20.pdf|page=22}}
 +
GHZ proto debugmode.jpg|[[Debug mode]], with the player transformed into a ring.
 +
GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but can not be placed. The sprite was used for the Zone's boss.
 +
GHZ-Ball4.jpg|Sonic giving the rolling ball a push.
 +
Sonic1 MD Development GHZ 04.jpg|{{fileref|SegaPro UK 01.pdf|page=6}}
 +
GHZ-Ball3.JPG|The ball again, this time in the air.
 +
GHZ-Ball3a.jpg|Alternative scan{{fileref|TheCompleteGuideToSega UK.pdf|page=7}}.
 +
Sonic1 MD Development GHZ 06.jpg|More spikes here than in the final game.{{fileref|GamePro US 023.pdf|page=44}}
 +
Sonic1 MD Development GHZ 07.jpg|{{fileref|PlayerOne FR 008.pdf|page=8}}
 +
Sonic1 MD Development GHZ 17.jpg|{{fileref|TheCompleteGuideToSega UK.pdf|page=118}}
 +
GD Sonic1 GHZ Tunnel.jpg|A tunnel.{{fileref|SegaPower UK 20.pdf|page=23}}
 +
Sonic1 MD Development GHZ 13.jpg|
 +
GD Sonic1 GHZ Act1End.jpg|Sonic posing as he jumps, an early end level celebration.{{fileref|SegaPower UK 20.pdf|page=23}}
 +
GHZ map.png|A prototype map.{{fileref|ConsoleMania IT 001.pdf|page=34}}
 +
GHZ-map.JPG|Another map, complete with rolling ball.{{fileref|VideoGame BR 05.pdf|page=51}}
 +
GHZ map2.png|The layout is otherwise identical to the final game.{{fileref|ConsoleMania IT 001.pdf|page=35}}
 +
</gallery>
 +
 
 +
=====Act 2=====
 +
<gallery>
 +
Sonic1 MD Development GHZ 15.jpg|{{fileref|EGM US 022.pdf|page=80}}
 +
GHZ-JumpPunch.jpg|End of Act 2.
 +
</gallery>
 +
 
 +
=====Act 3=====
 +
<gallery>
 +
Sonic1 MD Development GHZ 12.jpg|{{fileref|Joystick FR 015.pdf|page=89}}
 +
Sonic1 MD Development GHZ 11.jpg|{{fileref|Joystick FR 015.pdf|page=89}}
 +
Sonic1 MD Development GHZ 08.jpg|{{fileref|Joystick FR 015.pdf|page=88}}{{fileref|MegaForce FR 01.pdf|page=85}}
 +
Sonic1 MD Development GHZ 10.jpg|A loop, now with a monitor on top.{{fileref|Joystick FR 015.pdf|page=89}}
 +
GHZ-Monitor.jpg|This shield monitor is not here in final.{{fileref|VideoGame BR 05.pdf|page=51}}
 +
Sonic1 MD Development GHZ 09.jpg|{{fileref|Joystick FR 015.pdf|page=88}}
 +
Sonic1 MD Development GHZ 14.jpg|Eggman turns up.{{fileref|EGM US 022.pdf|page=80}}
 +
GD Sonic1 GHZ3 Eggman 1.jpg|{{fileref|Zero UK 22.pdf|page=64}}
 +
GD Sonic1 GHZ3 Eggman 2.jpg|{{fileref|Zero UK 22.pdf|page=64}}
 +
Sonic1 MD Development GHZ 05.jpg|{{fileref|GamePro US 023.pdf|page=45}}
 
</gallery>
 
</gallery>
  
===Green Hill Zone===
+
====Marble Zone====
<gallery widths="148px" heights="148px" >
+
<gallery>
File:GHZ-PinkFlowers.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.
+
GD Sonic1 MZ Act1Start.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}
File:GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was reused for the zone's boss.
+
Wayne'sWorldMZ.png|Footage of the UFOs rotating can be seen in the film ''Wayne's World'' during a promotion for "Noah's Arcade." Early lava graphics can also be made out.{{ref|1=https://web.archive.org/web/20140929111752/https://www.youtube.com/watch?v=1z9mzA-Q828}}
File:GHZ-Ball4.jpg|Sonic giving the rolling ball a push.
+
MZ-UFO4.JPG|{{fileref|CVG UK 115.pdf|page=123}}
File:GHZ-Ball2.jpg|The ball again. The [[Sonic the Hedgehog: A New Superstar (Game Players Encyclopedia, 1991)|following article]] explains the ball, saying it can be pushed but can also kill the player.
+
MZ ufo again.png|More UFOs and Spikes Badnik.{{fileref|ConsoleMania IT 001.pdf|page=34}}
File:GHZ-Ball3.JPG|The ball again, but this time it is in the air.
+
MZ Map.png|A stitched-together map.{{fileref|ConsoleMania IT 001.pdf|page=35}}
File:GHZ-Ball3a.jpg|Alternative version of the above image.
+
MZ-Tunnel.jpg|The first switch of Act 2 is missing on the right hand side. While it is possible to trigger Sonic's balancing animations here in the final game, Sonic will be positioned a few more pixels to the left.{{fileref|TheCompleteGuideToSega UK.pdf|page=6}}
File:GHZ-JumpPunch.jpg|Sonic punching the air after completing the act as an early end level celebration. The sprites, though unused in the final game, still exist within the ROM.
+
GD Sonic MZ 16.jpg|{{fileref|SegaVisions US 05.pdf|page=25}}
File:GHZ-Monitor.jpg|This shield monitor is not here in final.
+
MZ-NewRoom.jpg|A lit background torch, but a room that doesn't exist in the final game.{{fileref|VideoGame BR 05.pdf|page=52}}
File:GHZ-Hurted.jpg|After being hit, Sonic gets knocked back more than in final.
+
Sonic1 MD Development MZ 03.jpg|Finishing Act 1. The left of Sonic's punching the air sprite can be seen.{{fileref|EGM US 022.pdf|page=80}}
File:GHZ-Loop.jpg|A loop.
+
Sonic1 MD Development MZ 04.jpg|{{fileref|EGM US 022.pdf|page=81}}
File:GHZ-map.JPG|A prototype map, a rolling ball can be seen.
 
File:GHZ map.png|Another prototype map.
 
File:GHZ map2.png|Another prototype map with a rolling ball visible. They are almost identical to the final game.
 
 
</gallery>
 
</gallery>
  
===Marble Zone===
+
====Sparkling Zone====
<gallery widths="148px" heights="148px" >
+
<gallery>
File:MZ-Tiles.jpg|An extremely early Marble Zone featuring strange level graphics and falling tiles which can be balanced on. Possibly a mock-up, though unknown.
+
SYZ-Sparkling.png|{{fileref|EGM US 022.pdf|page=81}}
File:MZ-UFO2.png|One of the main features of the prototype Marble Zone was the existence of rotating UFOs in the background. All traces of these graphics are removed in the final game (though a single frame appeared in the [[Game Secrets:Sonic the Hedgehog Mobile|mobile phone port of Sonic 1]]).
+
File:SYZ-Sparkling6.jpg|The sign on the right says "GOGO".{{fileref|VideoGame BR 05.pdf|page=53}}
File:MZ-UFO.jpg|These [[Yadrin]] badniks don't appear in this level normally, but can be placed via debug mode.
+
File:SYZ-Sparkling9.JPG|The giant set of rotating spikes.{{fileref|CVG UK 117.pdf|page=19}}
File:MZ-UFOx.png|Same pic but in higher quality.
+
File:SYZ-Sparkling2a.jpg|{{fileref|EGM US 022.pdf|page=81}}
File:MZ-UFODebug.jpg|Footage of the UFOs rotating can be seen in the film [http://www.youtube.com/watch?v=1z9mzA-Q828 Wayne's World] during a promotion for "Noah's Arcade." Also the lava in the bottom right is similar to that of the mock-up screenshot earlier.
+
File:SYZ-Sparkling7.jpg|{{fileref|Supergame BR 01.pdf|page=15}}
File:MZ-UFO4.JPG|More UFOs.
+
GD Sonic1 SYZ Bumpers.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}
File:MZ ufo again.png|More UFOs and Yadrin badnik.
+
File:SYZ-Sparkling8.JPG|{{fileref|CVG UK 115.pdf|page=123}}
File:MZ-Lava.jpg|The green pillars haven't been installed yet. In the background there is usually a torch with fire, however the fire is missing here. Prototype lava is also present.
+
File:SYZ-Sparkling3.jpg|More of the background.{{fileref|VideoGame BR 05.pdf|page=53}}
File:MZ-Spikes.jpg|These sideway spikes were removed from the final game and replaced with moving blocks. The code and graphics for them still exist within the ROM. Again, there is no flame in the background.
+
File:SYZ-Sparkling11.jpg|{{fileref|TheCompleteGuideToSega UK.pdf|page=1}}
File:MZ-NewRoom.jpg|This room isn't in the final version.
+
File:SYZ-Sparkling5.jpg|{{fileref|GamePro US 023.pdf|page=45}}
File:MZ-Mashers.jpg|Though the pillars have arrived this time, the torch flame is still missing.
+
File:SYZ A.png|A heavily edited screenshot containing signs found in this early build.{{fileref|ConsoleMania IT 001.pdf|page=34}}
File:MZ-Tunnel.jpg|Switch missing on the right hand side. These collision issues causing Sonic to balance actually exist in the final game too.
+
File:SYZ B.png|Some odd ring placements.{{fileref|ConsoleMania IT 001.pdf|page=35}}
File:MZ Map.png|A small prototype map with lots of UFOs present.
+
File:SYZ C.png|{{fileref|ConsoleMania IT 001.pdf|page=36}}
 +
File:Syz yadrin tunnel.jpg|{{fileref|SegaVisions US 05.pdf|page=25}}
 +
GD Sonic1 SYZ 01.png
 +
Sonic1 MD Development SYZ 02.jpg|{{fileref|MeanMachines UK 08.pdf|page=93}}
 
</gallery>
 
</gallery>
  
===Spring Yard Zone===
+
====Labyrinth Zone====
<gallery widths="148px" widths="148px" >
+
<gallery>
File:SYZ-Sparkling.png|Originally called "Sparkling Zone," this shot shows off the original background to the level. The sign behind the HUD says "good luck".
+
LZ-NewBG3.jpg|{{fileref|VideoGame BR 05.pdf|page=52}}
File:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".
+
LZ-NewBG.png|Water has yet to be placed on this slide.{{fileref|EGM US 022.pdf|page=81}}
File:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.
+
LZ-NewBG2.jpg|Early background is clearly visible.{{fileref|GamePro US 023.pdf|page=44}}
File:SYZ-Sparkling12.jpg|Spikes still visibly implemented in a late build of Spring Yard (note "RINGS" instead of "RING"), from page 3 of the [[Sonic the Hedgehog (flyer)]].
+
GD Sonic1 LZ Balance.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}
File:SYZ-Sparkling2a.jpg|Sparkles are present. You can see the buildings are merely made up of colorful horizontal lines.
+
LZ-NewBG4.jpg|{{fileref|VideoGame BR 05.pdf|page=52}}
File:SYZ-Sparkling7.jpg|Sparkles are present. There appears to be a "Good Bye" sign too.
+
LZ NewBG 5.png
File:SYZ-Sparkling10.jpg|Sparkles are present.
+
LZ-BlackBG.png|Background is missing.{{fileref|EGM US 022.pdf|page=81}}
File:SYZ-Sparkling2.png|Sparkles are present.
 
File:SYZ-Sparkling8.JPG|Strange sign with Kanji written on it.
 
File:SYZ-Sparkling9a.JPG|A "Good Luck" sign.
 
File:SYZ-Sparkling3.jpg|More of the background.
 
File:SYZ-Fall.jpg|An unknown area, though judging from the time counter, it might be near the start of Act 2 or 3. A sparkle can be seen over the "good luck sign" indicating the sparkles moved around and weren't part of the background.
 
File:SYZ-Sparkling4.jpg|A [[Moto Bug]] (found only in Green Hill Zone in the final game) and a purple [[Roller]] are present.
 
File:SYZ-Sparkling5.jpg|Sparkles are present.
 
File:SYZ A.png|A heavily edited screenshot containing the signs found in this early build.
 
File:SYZ B.png|Some odd ring placements.
 
File:SYZ-Sparkling11.jpg|More of the background. It's not all just lines.
 
File:SYZ C.png
 
File:Syz yadrin tunnel.jpg|Later prototype with near-final layout
 
 
</gallery>
 
</gallery>
  
===Labyrinth Zone===
+
====Star Light Zone====
<gallery widths="148px" heights="148px" >
+
<gallery>
File:LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.
+
File:SLZ-Pic2.jpg|Star Light Act 1.{{fileref|VideoGame BR 05.pdf|page=52}}
File:LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.
+
File:SLZ Pic 4.png|Debug mode appears to be active.{{fileref|ConsoleMania IT 001.pdf|page=34}}
File:LZ-NewBG3.jpg|The intro to Act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different.
+
File:SLZ Pic 6.png|Resembles the final, apart from the "RING" in the HUD.
File:LZ-NewBG.png|Water has yet to be placed on this slide.
+
File:SLZ Pic 7.png|A small map, showing one of the loops.{{fileref|ConsoleMania IT 001.pdf|page=36}}
File:LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.
+
Sonic1 MD Development SLZ 02.jpg|{{fileref|GamePro US 023.pdf|page=44}}
File:LZ-NewBG4.jpg|Even more of the rock background. The ceiling crystals were removed in the final game.
+
GD Sonic1 SLZ Loop.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}
File:LZ NewBG 5.png
+
Sonic1 MD Development SLZ 01.jpg
 +
Sonic1 MD Development SLZ 03.jpg|{{fileref|EGM US 022.pdf|page=81}}
 
</gallery>
 
</gallery>
  
===Star Light Zone===
+
====Clock Work Zone====
<gallery widths="148px" heights="148px" >
+
<gallery>
File:SLZ-Pic2.jpg|Star Light Act 1 has 3 rings missing from the start of the level.
+
ClockOrkTitle.jpg|{{fileref|VideoGame BR 05.pdf|page=53}}
File:SLZ-pic.JPG|This layout is different to the final game.
+
Sonic1 MD Development SBZ 04.jpg|Alternative screenshot.{{fileref|EGM US 022.pdf|page=81}}
File:SLZ-Pic3.png|The top row of springs here are missing in final.
+
Sonic1 MD Development SBZ 02.jpg|
File:SLZ Pic 4.png|Debug mode appears to be active.
+
SBZ-Pic4.png|{{fileref|CVG UK 118.pdf|page=75}}
File:SLZ Pic 6.png|All is fairly normal here, apart from the "RING" in the HUD.
+
SBZ-Pic3.jpg|{{fileref|GamePro US 023.pdf|page=45}}
File:SLZ Pic 7.png|A small map, showing one of the loops.
+
SBZ-Pic1.png|Diagonal conveyor belts.{{fileref|EGM US 022.pdf|page=81}}
 +
SBZPic7.png|Diagonal belts again.{{fileref|ConsoleMania IT 001.pdf|page=36}}
 +
Sonic1 MD Development SBZ 01.jpg|Tile placement is unfinished.{{fileref|SegaPro UK 01.pdf|page=6}}
 +
Sonic1 MD Development SBZ 03.jpg|{{fileref|Joystick FR 015.pdf|page=89}}
 +
GD Sonic1 SBZ Tunnels.jpg|{{fileref|SegaPower UK 20.pdf|page=22}}
 +
SBZ-Pic2.jpg|The zig-zag tunnel.{{fileref|VideoGame BR 05.pdf|page=53}}
 +
SBZ-Pic6.JPG|Sonic emerges from a tunnel.{{fileref|CVG UK 115.pdf|page=123}}
 +
SBZ Pic 8.png|{{fileref|ConsoleMania IT 001.pdf|page=35}}
 
</gallery>
 
</gallery>
  
===Scrap Brain Zone===
+
====Special Stage====
<gallery widths="148px" heights="148px" >
+
<gallery>
File:ClockOrkTitle.jpg|Originally known as the "Clockwork Zone," the title card at the beginning of the zone displays erroneously as "Clock ork Zone" due to the lack of a "W" character in the font used.  
+
S1SpecialStage.png|
File:SBZ-Pic5.jpg|At this stage in development the level appears to be very short and unfinished. There are no rings, the background is identical to the foreground, and there are many similar screenshots of scrapped areas.
+
GD Sonic1 SS 01.jpg|UP, DOWN and bumpers.{{fileref|ActionStation UK 01.pdf|page=2}}
File:SBZ-Pic3.jpg|...such as this. This area isn't in the final game and may just be here for demonstration purposes. In the top right you can see...
+
GD Sonic1 SS 03.jpg|{{fileref|SegaPower UK 20.pdf|page=223}}
File:SBZ-Pic1.png|...diagonal conveyor belts. Though horizontal ones made it to the final game, the diagonal ones are absent.
+
GD Sonic1 SS 04.jpg|{{fileref|Mdfan JP 1991-06.pdf|page=11}}
File:SBZPic7.png|Diagonal belts again. The closest to these in the final game are conveyors with spinning platforms.
+
Sonic1 MD Development SS 04.jpg|{{fileref|EGM US 022.pdf|page=80}}
File:SBZ-Pic4.png|More of the different layout. Most prominent is the similar image for the background and foreground, making them blend into each other.
+
GD Sonic1 SS 02.jpg|{{fileref|ActionStation UK 01.pdf|page=3}}
File:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled.
+
S1SpecialStage2.JPG|{{fileref|CVG UK 115.pdf|page=122}}
File:SBZ-Pic6.JPG|Different layout again. Sonic emerges from a speed tunnel.
+
S1SpecialStage5.png|Almost out...
File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).
+
GD Sonic1 SS 05.jpg|...nearly...{{fileref|Mdfan JP 1991-06.pdf|page=11}}
 +
S1SpecialStage4.png|{{fileref|ConsoleMania IT 001.pdf|page=36}}
 +
Sonic1 MD Development SS 05.jpg|{{fileref|Console XS UK 01.pdf|page=105}}
 +
Sonic1 MD Development SS 06.jpg|{{fileref|TheCompleteGuideToSega UK.pdf|page=118}}
 +
Sonic1 MD Development SS 03.jpg|Further along, the big wall of red circles.{{fileref|EGM US 022.pdf|page=80}}
 
</gallery>
 
</gallery>
  
===Special Stage===
+
===Late RING builds and Early RINGS builds===
<gallery widths="148px" heights="148px" >
+
<gallery widths="320px" heights="240px" >
File:S1SpecialStage.png|A special stage level with a layout not seen in the final game.
+
GHZ-Ball2.jpg|The checkered ball is still present, but sunflowers are now green.{{fileref|GPSG US 0203.pdf|page=26}}.
File:S1SpecialStage2.JPG|More of the different layout.
+
GD Sonic1 MZ Spikes.jpg|Spikes and Picky must have been removed late in development, as despite now having a final HUD, they're still roaming around Marble Zone Act 2.
File:S1SpecialStage3.JPG|...and again...
+
File:SYZ-Sparkling12.jpg|Spikes still visibly implemented in a late build of Spring Yard.{{intref|Sonic the Hedgehog (flyer)}}
File:S1SpecialStage4.png|...and again...
+
File:SLZ-Pic3.png|The top row of springs here are missing in final.{{fileref|GPSG US 0203.pdf|page=27}}
File:S1SpecialStage5.png|...and again.
 
File:S1SpecialStage6.jpg|In this shot, it almost looks as if bricks have been placed at random.
 
 
</gallery>
 
</gallery>
  
==External Links==
+
==References==
*[http://www.youtube.com/watch?v=6D9h-4vQUHM Sonic the Hedgehog Retrospective] - A four-part documentary covering the history of Sonic the Hedgehog, featuring interviews from the many key players behind the creation of the character and the self-titled game. For the subsequent installments, click [http://www.youtube.com/watch?v=UkhjBAYL2Hs here], [http://www.youtube.com/watch?v=7mFs2v7XM4o here], and [http://www.youtube.com/watch?v=Qbu4TEE1_pE here].
+
<references/>
*[http://www.1up.com/do/blogEntry?bId=9032772 Archaeological Dig: The First Sonic the Hedgehog Screenshots]
 
  
 
{{S1MDOmni}}
 
{{S1MDOmni}}
 
[[Category:Game development|Sonic the Hedgehog (16-bit)]]
 

Latest revision as of 18:08, 28 March 2024

Back to: Sonic the Hedgehog (16-bit).

Being the original game in the series, Sonic the Hedgehog went through a number of concepts and changes through its development process. What follows is a collection and summary of what that entailed.

Development process

A 24-year old Yuji Naka working on what would become Sonic the Hedgehog, taken for a February 1990 news report.[1][2]

The year was 1990. While Sega was doing well in the arcades, little ground had been gained in the home video game market. Competing with Nintendo during the previous seven years, not even the launch of the Mega Drive could shake the ninety percent dominance[3] the Nintendo Entertainment System had. Sega's then-current mascot, Alex Kidd, had done little to convince the general public to invest in their hardware. Feeling it was important to have a strong mascot that not only defined Sega but could also directly compete with the Super Mario Bros series, an internal competition was held. Open to anyone who worked at the company, roughly 200 character designs were drawn up, submitted for consideration.[4]

It was during this time that Yuji Naka was looking for his next assignment within the company. After the cancellation of Metal Lancer, Naka wanted to program and design a racing game. Hoping to get the chance, he drafted up a list of game genres he wanted to work on, the racer taking the number one spot. Sending the memo to his boss, it was the final game on the list - "an action game to challenge Mario" - that caught the attention of Naka's superior.[5] At the same time, designer Naoto Ohshima was busy trying to come up with his own proposal for a video game. Influenced by his time working at an advertisement company, one of Ohshima's early goals was to create a character that could "go far beyond just being a video game character."[6] One of these concepts, entitled Twin Stars,[7] featured a speedy character that could run around loops.[8][4] Showing what he had worked on to his boss, he had a hard time getting consent to work further on the proposal.[6]However, he was told that the only person at the company who might be able to program such a game was Yuji Naka.[4] When Ohshima learned that Naka was free, he approached his fellow Phantasy Star alumni, asking if he would work with him on the game concept.[9]

The idea of a fast paced game intrigued Naka, and it didn't take long for him to accept. Quickly, the pair got to work. On the programming side, Naka found himself influenced by two prominent titles, the first being Ghouls'n Ghosts, which Naka had recently ported to the Mega Drive. The way the player could traverse smoothly across a flowing landscape[10] was something he wanted to capture, but at speeds far higher than what that title was able to achieve. The second game that influenced the thinking of what would become Sonic was the original Super Mario Bros.

I like fast things and I thought that it would be nice to create a game where the more skilled you become, the faster you can complete a stage. Games back then had no backup or saving system, which meant that you had to play right from the beginning every time...As a result, the very first stage would be played time and time again, making the player very skilled at it. So we thought it would be nice if this would enable the player to complete those stages faster and that's the basis of Sonic's speed. We also thought this feature would help differentiate Sonic from Mario.

— Yuji Naka, Programmer and Project Manager of Sonic the Hedgehog[9]

Initially, the game starred a cartoon rabbit, as they wanted a character that would embody the concept of speed.[11] The design also tied into the initial attack mechanic for the game, where the rabbit would use its ears to pick up rocks or other items, then throw them at oncoming enemies. As Naka was also insistent that the game only use one action button, the game hit a wall. The constant starting and stopping interrupted the flow of gameplay, and proved to not be all that fun.[10] It was around this time that the head of the department, Kotaro Hayashida,[12], invited Hirokazu Yasuhara to help with the development of the mascot game. At the time, Yasuhara was not expecting to remain part of their group for long.

I was supposed to go to the United States to establish a new R&D team [at Sega of America] with Mark Cerny...But then the [first] Gulf War Started, and my move to the US was postponed for three months. Work was progressing on the [new mascot] game, but Naka and Ohshima needed a full-time game designer on the project. They saw that I was free, and looked to me for help designing the game until my departure. So I officially joined the project as a game designer, planning to work on it only until I went to the US. But I ended up staying in Japan for a year until we finished the project.

— Hirokazu Yasuhara, Director and Lead Game Designer of Sonic the Hedgehog[13]

Yasuhara was quick to agree that how the game was currently meant to be played wasn't shaping up. Knowing of Naka's insistence on the simplistic control scheme, he told the team that the only way the player would be able to deal damage was by using the jump mechanic.[14] The trio tried to find a solution, Naka at one point saying to the group "all your ideas, anything you've been hiding, cough it up now!"[15] But with nothing new, Naka relented on revealing his own secret idea, one he had come up with in high school and was hoping to keep to himself for a future, non-Sega game. That idea was a somersault attack, one that wouldn't just be the character curling up into a ball while airborne, but one that could also be used on the ground, rolling about the terrain.[15][5] While Ohshima was at first skeptical,[16] it proved to be the answer for their quandary.

With this change in gameplay, the idea of a rabbit suddenly made less sense.[5] It was clear that a new protagonist would need to be designed, but what form that would take was up in the air. At the core, the team wanted to make sure the character defined Sega, something they felt had been missing from the company's previous attempt at created a mascot character.[17] One aspect of this was the concept of "cool," not just on a superficial level, but also in their personality, wanting to fight for what they believed in but not being ordered around by others. The other aspect they wanted to be sure the character held was being a challenger, evoking the 90's sensibilities that were forming, and also reflecting on how Sega was trying to challenge Nintendo at their own game.[17]

A photograph of an early draft of the Sonic the Hedgehog game design document. Called Wonder Dream, it shows off what would become the Spin Attack, called "Wonder Hedgehog."[18]

Ohshima went back to the drawing board, doodling up a variety of potential character ideas. Suggestions came from a number of places, both within and outside the three person team. Naka suggested a panda, inspired by his love of Hayao Miyazaki's works.[16] One of his superiors suggested coming up with an old man with a mustache, a dog like character, and something spiky like a porcupine.[17] With the idea of the somersault attack, there was also a debate on using other animals known to curl up including an armadillo and a hedgehog.[14] During this internal debate, Ohshima had coincidentally booked a trip overseas, to New York City. Using the opportunity, he conducted impromptu focus testing. Sitting in Central Park, he had on a board three characters - an egg shaped human, a dog, and a spiny blue hedgehog. Out of those he spoke to, the hedgehog was the easy favorite, followed by the human character.[19] This gave Ohshima hope that the hedgehog character could appeal to everyone, regardless of race, gender, and culture.[17]

In the end, the team chose "Mr. Harinezumi," aka "Mr. Hedgehog," as the star of their game. The design of the character took inspiration from a variety of different sources. The hedgehog's simple curves and large, expressive eyes were styled after the early stars of American animation, Mickey Mouse and Felix the Cat.[4] The "blue fireball"[17] silhouette also served two important factors - it gave the hedgehog the spiky look they wanted, but it was also simple enough that a kid could draw the character and have it be recognizable.[17] The hue of blue which covered the character came directly from Sega's own logo, with the added benefit of the color representing "coolness and peacefulness." The color also meant something more personal to Ohshima, symbolizing the hope that "the open sky is blue forever."[20] The red and white of his shoes were inspired by who Ohshima felt was the most famous character in the world, Santa Claus.[4] The bright red also had the added benefit of being able to stand out while the character was in motion.[20] The physical design of the shoe, buckle and all, was drawn from Michael Jackson's footwear on the Bad album cover.[4]

With the design nearing its final state, there was still one factor that hadn't been decided upon. "Mr. Hedgehog" was never meant to be the final name of the character, simply a placeholder until something better had been found. The team wanted a name that would evoke the concept of speed, and early on looked toward the word "kousoku" (speed of light) as a starting point, trying to derive a nickname from it. "Raisupi" (the portamento of the borrowed term "raito supiido,") and "LS" were both considered and rejected.[5] Though it's unknown exactly who came up with the idea, someone suggested using "the speed of sound" instead, which naturally led to the name "Sonic." While there was some fear of using such an often-used term, they agreed it was the perfect fit for the character.[21]

A one-of-a-kind Sonic plush, made for an internal presentation to Sega’s executives.[22]

Of the 200 designs that had been submitted to Sega, eight had been chosen as finalists, Sonic the Hedgehog being among them.[16] As each finalist would be shown to Hayao Nakayama, the President and CEO of Sega of Japan, the team knew they had to make their presentation stand out from the rest. They were already slightly ahead of other teams, having not only a concept but the early stages of a playable build.[16] However, Ohshima wanted to take it an extra step. Collaborating with the toy and stationary departments,[6] designs for possible merchandise was also created, including a fully realized Sonic the Hedgehog plush toy that could stand on its own.[23] While Sonic was not yet declared the official mascot of Sega,[16] their proposal was approved.

With production officially starting sometime around April 1990,[24] the team went straight to work. One element they knew would be crucial was the look of the game. Inspiration came from one of the primary markets they wanted to appeal to - America, specifically the west coast. The rolling hills and blue sky of the Green Hill Zone were inspired by California.[25] The colors, however, were inspired by a piece made by Japanese artist Eizin Suzuki.[26] The graphical style of the game was influenced by the computer graphics of the era, using a pixel art technique known as "ray tracing" to create the look in a 16-bit game.[25] Additionally, the background of the game's rotating special stages took inspiration from the 1990 Sony promotional films Infinite Escher[27] and Metamorphosis[28] (produced to demonstrate new technologies like surround sound and computer graphics), featuring a repeating illusion consisting of birds and fish inspired by M.C. Escher's "Metamorphosis II" and "Sky and Water".Media:SonysMetamorphosis 1990 specialstage.gif[29] Translating the concept art Ohshima had drawn into the pixel landscapes of Sonic's world fell on the shoulders of Rieko Kodama and Jina Ishiwatari. Rieko Kodama had worked previously with both Naka and Ohshima on Phantasy Star,[30] being responsible for such tasks on Sonic as the backgrounds of Labyrinth Zone and Star Light Zone.[31] Jina Ishiwatari was a brand new hire to Sega, who ended up redrawing the graphics of Green Hill Zone multiple times at the request of Ohshima over the course of a year until they were perfect.[32]

A scene from Sony's 1990 promotional film Infinite Escher, which inspired the Special Stage.

The American influence on Sonic went beyond the Green Hill Zone. When the idea of making a mascot game seized Sega in 1990, Nakayama declared they wanted "a product that will be a big hit in America!"[5] This unofficial marching order was a major influence on the design of the characters, the world they were building, and even the "roller coaster" design of gameplay.[33] An element of Sonic's personality was directly inspired by future president Bill Clinton. A rising star in the U.S. political landscape, his "get-it-done-now" attitude[4] seemed a perfect fit for the hedgehog. At one point, the team even contemplated using the tagline "number one hit in America"[34] to sell their new game. However, Sonic had not been designed to only succeed in the west. With the belief that a successful American property would automatically be attractive in Japan,[34] Ohshima was also designing the character with the Japanese audience in mind.[21] The game's designer, Yasuhara, was acutely aware of this dichotomy, wanting to build a game that would appeal both to the western gamer seeking a challenge, and the eastern gamer who was more interested in a casual experience.[35]

The image of Sonic the Hedgehog that followed Dreams Come True along their November 1990 tour.

Sonic's first public appearance was at the ‘90 Tokyo Toy Show, where an extremely early demo was available for attendees. Through the rest of 1990, work on the game was behind closed doors, Sega of Japan instead promoting the upcoming title in other ways. In the November 1990[36] issue of Sega Players Enjoy Club, a brief "interview" with Sonic was published, establishing his attitude and his birthplace of Christmas Island. The feature also served as a way to introduce the musician behind the game, Dreams Come True's Masato Nakamura.

When it came time to find a composer for the game, Sega director Fujio Minegishi chose not to look inside the company, but instead offered to ask his contacts in the Japanese recording industry. At first, he suggested to the team the talents of Yuzo Kayama, who he was personal friends with.[15] While tempting, it was decided that his musical style wasn't the right fit for what they were going for. Instead, Masato Nakamura was offered the job. Given only conceptual artwork, the team behind Sonic explained how it was all meant to come together. Going off this information, Nakamura began to compose, wanting to treat the songs not as game music, but as a film score, hoping to tap into the success of such 80's movie soundtracks as Top Gun, Flashdance, and Dirty Dancing.Media:Sonic1&2Soundtrack JP Booklet.pdf[37]

I wanted 'Sonic' to come across as cinematic...I wanted melodies that the player would hum along with as they were playing, dramatic music for when the scenes were intense, climactic music for when bosses would show up, and then tie it all together with an uplifting theme for the end credits. That was what I knew I wanted it all to be like.

— Masato Nakamura, Composer of Sonic the Hedgehog[38]

Limited to the amount of sounds he could use at the same time, Nakamura found the process inspiring, forcing him "to be smarter"Media:Sonic1&2Soundtrack JP Booklet.pdf[39] in the way he wrote. The relationship between Nakamura and Sega continued into Dreams Come True's next tour, meant to promote their latest album, Wonder 3. Becoming one of their tour sponsors, Sega provided the band with a truck to carry their equipment in, which also had the image of Sonic plastered on the side.[38]

Production on the game continued. Expanding on Sonic's world, it was clear the hedgehog needed a main villain to go up against. One of Ohshima's discarded designs for the protagonist, the large mustached man, was repurposed to become the main antagonist of the game, his round shape also fitting the idea of keeping the characters simple enough for kids to draw.[40]. The villain, now named Dr. Eggman, helped set up a nature vs technology dynamic, tying into the era's growing popularity of environmentalism.[17] As the zone visuals continued to be refined, Sonic's shade of blue also had to be darkened so his sprites could stand out from the blues of Green Hill Zone's background.[41][25]

Approaching the level design, Yasuhara wanted to capture the feeling of an amusement park ride, that Sonic was leading the player on an experience that let them enjoy the world in a way Mario and other similar platformers were unable to.[17] Starting with quick sketches of gimmicks and obstacles, Yasuhara would consult with Naka, seeing what ideas should be prioritized, and which would be more difficult to program. However, some ideas that the team initially discarded were able to be reintroduced, such as the moving platforms in the jagged pathways of Scrap Brain Zone.[17]

File:SPEC JP 075.pdf The engine was meant to not only be the framework for a fun game, but also show off the technical capabilities of the hardware, though Naka felt the Mega Drive was not quite up to snuff with what he wanted to accomplish.[9] One of the main goals to help clearly separate the zones of Sonic from Mario was to step away from the blocky terrain that 8-bit platformers were built in. Developing a way to create smooth maps,[9] the task of creating working loops in Green Hill proved more difficult. When Sonic would try to run around the loop, his speed would cause him to break out of it completely.[9] Even if the sprite remained in the loop, the visual would look blocky, not at all like the smooth flow the team wanted to capture. When the problem was solved, Naka couldn't help but get excited.[42] Another early issue with the game was trying to find the right speed in which Sonic would run. Pushing the power of the system, Naka's first thought was to make Sonic go as fast as possible, but this proved to be an issue with those who would try out early builds, even Naka feeling motion sickness as he played the game.[35] Slowing down the character was the only solution.

With more of the game put together, Naka would invite people to come and play early versions, watching how they would handle Sonic the Hedgehog. Expecting people to take things slow, he was surprised that everyone would immediately run at full speed. He assumed that a first time player would take time to explore until they learned the levels, only going faster in subsequent playthroughs. However, no one who took a turn actually played it that way. These observations led to the creation of the ring system, which allowed even the most reckless player the ability to continue.[5] This also gave the team another excuse to show off the technical prowess of the Mega Drive, having the rings shoot out of Sonic in a visually dynamic display whenever he would get hit by an enemy.[14]

The core team would not always agree on how a level should be laid out. On more than one occasion, Naka or Ohshima would remove a difficult trap from a zone, thinking it was interrupting the flow of a level, only for Yasuhara to put it right back in. The back and forth was not one Ohshima begrudged, finding it an enjoyable experience that resulted in a balanced game.[43] Naka also found the dynamic unique, as it was the first time he felt that he was working as part of a team, as opposed to just carrying out the orders of a single person.[15]

By the time development was nearing its end, the small group within the employ of Sega CS R&D decided to call themselves "Sonic Team," after the project they had spent over a year working on. In May of 1991, during Japan's "Golden Week," the game was finally complete.[5] This first version was released in the United States on June 11th, 1991.[44] It would be a month until the game was for sale in Japan, the extra time allowing the team to polish a handful of bugs and add in some extra graphical effects.

After the game was complete, there was some consideration to release Sonic the Hedgehog to the Mega-CD. Though a single prototype was made,[45] it ultimately did not see release.

Westernization

A pencil sketch featuring the westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. The final version would be used as the cover for the American promotional comic.

In early 1990, the head of the brand new Sega Technical Institute, Mark Cerny, was visiting Sega of Japan on business. While there, Naoto Ohshima, still working on potential designs for the mascot game, showed Cerny what he had come up with. Cerny, saying he was just "a random American,"[46] felt the opinions of Sega of America's marketing department would be better suited to give feedback on a character that was meant to appeal to western audiences. Making copies of the illustrations, he returned to the United States, handing them off.[46]

Sega of America's initial response was not positive. When CEO Michael Katz learned of Sonic's existence, he "thought it was nuts."[47] Having to ask what a hedgehog even was, he had little faith in the character, not knowing how to market a cartoon based on an animal no one in the United States had heard of. Quickly, he jotted down a top ten list of reasons Sonic the Hedgehog would fail,[48] sending the memo to Shinobu Toyoda, who was not only Executive Vice President of SOA but served as a conduit between SOA and Sega of Japan.[49]

Katz was not the only one initially confused by the character. Al Nilsen, Director of Marketing at SOA, was shown concept art of two different games the Japanese branch was working on.

"[Toyoda] opened this manila envelope and pulled out two drawings and the first one was kind of, very much Japanese animation derived and they were like these little eggs that were animated...and while I understood how they would work in the Japanese marketplace, in the US they would just come off as very preschool and so not something that would have broad appeal. The second one was a hedgehog."

— Al Nilsen, Director of Marketing, Sega of America[49]

The concept art had a fanged version of Sonic, complete with human girlfriend and a backing band. Asked which of the two concepts he thought would appeal to American gamers, Nilsen chose the "least of two evils," going with the hedgehog.[49]

Fearing the character "unsalvageable,"[46] SOA felt they needed to create their own concept for the perfect mascot. Looking to hire an outside designer, SOA were seeking to either hire Will Vinton, the designer of The California Raisins, or find someone who would be inspired by Vinton's style.[50] It was believed this individual could create something tailored to American sensibilities.[46] For unknown reasons, these plans quickly fell through.

A couple months after seeing the initial concept art, Al Nilsen found himself in Japan, visiting the Sega offices. It was there that, for the first time, he saw Sonic in action. Not yet at a point where the team felt comfortable with others playing, Al watched the character move on a black and white display, zipping along and rolling about. Shown the in-progress backgrounds separately, he finally saw the potential the game possessed. He just needed to play it himself to know for sure.[49]

Back at Sega of America, Michael Katz's time with the company was coming to an end. Unhappy with how things were going stateside, Hayao Nakayama reached out to former Mattel CEO Tom Kalinske, courting him to take over as CEO of Sega of America in July of 1990.[51] Unlike Katz, Kalinske's first impression of Sonic was relatively neutral. While he found certain aspects of the concept odd, he also knew that sometimes it was the wildest of ideas that would end up being successful.[52] He did agree with Al Nilsen and the Project Manager for Sonic the Hedgehog, Madeline Schroeder, that there needed to be some changes if the character was going to work stateside.

Returning to Japan, Kalinske gave a presentation to Nakayama and the board, getting into detail on how he felt they could best compete against Nintendo. At the center of this plan was Sonic. Having finally seen the game in action, he believed it had the chance to define the 16-bit era.[53] Kalinske told them that not only did the price of the Mega Drive (known as Genesis in America) need to drop, but that Sonic had to be packed in with the system. Once Kalinske's presentation was over, the members of the board started talking amongst themselves, clearly displeased with the proposal. Hayao Nakayama stood up, kicking aside his chair, and stormed towards the door, telling Kalinske that everyone thought his plan was crazy. Before leaving, he told Kalinske that he had hired him to do what he thought was best in America, and if his proposal was the way to go about it, to go ahead.[35]

A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.

It was during this time that Madeline Schroeder, whom those at SOA would refer to as "the mother of Sonic,"[35] went to work on best positioning Sonic for success. One of the first things she felt needed to change was the visual look of the character.[9] Hiring the creative agency Michael Patrick Partners, artist Greg Wray went to work softening the look of Sonic the Hedgehog, eventually drawing the image that would be on the front of every copy of the game sold in the U.S.[54] When Sonic Team learned of the redesign, they did little to hide their displeasure. Madeline Schroeder was forced to fly out to Japan and speak with the team herself, explaining that the changes were necessary if the game was going to succeed in the west. During the meeting, Sonic Team remained resolute in their dislike of the American redesign.[9] It was only later that the U.S. side of things was assured they could continue on as they saw fit.[49]

In those days, I hated the American change to the look and feel, and I didn't know how the consumers would perceive it. But looking back, that's one of the reasons that it succeeded.

— Yuji Naka, Programmer and Project Manger of Sonic the Hedgehog[35]

The look of Sonic was not the only factor the SOA team needed to consider. Tom Kalinske, during his time at Mattel, knew the importance of creating strong characters and building the fiction of the world around them, as he had done with the He-Man and the Masters of the Universe franchise.[52] Quickly, Madeline and Al began work on an internal "Sonic Bible," a document meant to explain Sonic's history and define the character's personality. The original draftMedia:SonicBible Document.pdf[55] placed Sonic as a native of Hardly, Nebraska. Born "Sonny," the brown hedgehog ran into a kindly, if eccentric, scientist named Dr. Kintobor. Through a series of events, Sonic turned blue, was gifted his red and white sneakers, and Dr. Kintobor was accidentally transformed into the evil Dr. Robotnik. Further revisionsMedia:SonicBibleDraft1 Document.pdf[56] changed Sonic's home to the world of "Mobius." However, it wasn't the corporate team at SOA that came up with the name Robotnik.

Dean Sitton was both a Sega help line employee and a game tester. Being invited into meetings from time to time,[57] he had the chance to try out an early version of Sonic the Hedgehog. Afterwards, he was asked to submit potential names for both the robot enemies and the main antagonist of the game. For the latter, he put together a robust list. Dr. Robotnik[57] became the favorite, but others considered were Dr. Badvibes,[57] Doctor X, Doctor Gloom, Dr. What,[58] and Nasty McRotten.[59] Sitton also came up with the first name, Ivo, wanting it pronounced with a soft "I" to make it closer to the word "evil."[60] A handful of badnik names, including Ball Hog, Caterkiller, and Buzz Bomber[61] were suggested by Sitton as well.

With the pieces falling into place, newer builds of the game were sent over stateside, the employees of STI even fighting over who would be able to play during downtime.[62] Al Nilsen was happy that attitude was now taking precedence over aggressiveness,[49] even the idle animation of Sonic tapping his foot tying into how they wanted to market Sonic.[63] He was sure the game would be a hit, but Tom Kalinske wanted some sort of empirical evidence to seal the deal. With an imported copy of Super Mario World, Al Nilsen went around the country, gathering secret focus groups to try out both World and Sonic the Hedgehog. The results were clear - eighty percent of those who tried both preferred Sonic.[49]

Sonic the Hedgehog going head-to-head with Super Mario World during the 1991 Summer Consumer Electronics Show in Chicago.

Sonic the Hedgehog would make its first public appearance in the United States during the Winter Consumer Electronics Show in January, 1991.[64] This wouldn't be treated as Sonic's official coming out party, as Sega of America wanted to keep the game a relative secret[9] until the Super Nintendo was officially showed off in the west. The time came at Summer CES 1991, where the SNES and its lineup of games were revealed to the press. After Nintendo's presentation, the show floor was open, the Sega booth doing something unexpected - having both Mario and Sonic playing side by side.

The doors to CES opened, and about two minutes after that a reporter...came up to me and said "Super Nintendo has 32,768 colors. You've only got 512. What are you going to do about it?" So silently I just motioned for him to follow me, and walked over to a place in our booth where we had two large tv monitors. One had Sonic the Hedgehog, and one had the new 16-bit Super Mario. And I said "which one has more colors? It's not how many colors you have, it's what you do with them." Immediately, he saw the difference.

— Al Nilsen, Director of Marketing, Sega of America[9]

This direct comparison between the two games continued in both a mall tour[51] and television advertising.[65]

By September 15th, 1991, the Sega Genesis was being sold exclusively with Sonic the Hedgehog as the pack-in title, those who had purchased the system between July and September able to get a free copy of the game.[66] The move had paid off, and after the Christmas season, the Sega Genesis had overtaken the Super Nintendo with an estimated 57.8 percent of the market share.[67]

Fictional character origin

While developing Sonic the Hedgehog as a character, Sonic Team was acutely aware of what elements they wanted him to embody. Among those elements was a sense of history and nostalgia. Looking at characters from successful brands such as Disney, Marvel, and Sanrio, what seemed to be true across all of them was history and familiarity. Icons that not only stood the test of time, but seemed like they had always existed, and had a fleshed out world for their stories to be told in.[17]

As Sonic was being built from the ground up, there was no built in history for the character. Instead, the team began exploring the idea of a "fictional history" for Sonic, not just in-universe but also in the real world. At the time, Naoto Ohshima had a keen interest in leather jackets, emblems, and airplane nose art. Coincidentally, the era from when airplane nose art was at its height was the same era in which Sega first came into being, back when it was Service Games. Working with Ohshima, Hirokazu Yasuhara ended up writing a backstory for the character that tied into that same historical period.[17]

The story begins in 1947 America, where an unnamed fighter pilot was nicknamed "hedgehog," due to the way his hair would stand up on end when he took off his flight helmet. His wife, Marie Granette, who was an author of children's books, was inspired to create a character based on her husband's nickname. Calling this character "Sonic," she would also tell these stories to their daughter. Designing a blue hedgehog, it ended up on the back of the pilot's leather jacket, the story of the hedgehog spreading even if no one could recall the pilot's name.

On one fateful day, two test pilots took part in an experiment - to be the first human able to break the speed of sound. While Chuck Yeager successfully crossed that barrier with no problem, the man known as "hedgehog" unfortunately did not, his plane exploding the moment he hit the speed of sound.

Jumping ahead to the 1980's, a freelance photographer named Meg happened to find a leather jacket with an image of Sonic the Hedgehog on the back. Recognizing the character from stories she heard as a child, she purchased the jacket, wearing it to work. While photographing an air show, an accident occurred overhead, causing one of the planes to crash. Rushing to cover this breaking story, a second plane crashed next to her, trapping Meg in a circle of flames. Suddenly, a gloved hand reached out, rushing her to safety as she lost consciousness. Waking up in a hospital bed, she could only guess what had happened, the charred jacket no longer having Sonic. When developing the photos she took on the day of the accident, she was shocked to see a familiar pair of red shoes in one of the shots.

The story would be adapted in the third volume of Sonic the Hedgehog Story Comic as a prose piece, with some details changed. The original text would not be shown to the public until Sonic Jam Official Guide was published in Japan, showcasing all three episodes.[68] The first episode would later be reprinted in both Japanese and English in the Sonic Adventure 2 Birthday Pack history book.Media:SonicAdventure2_DC_JP_historybook.pdf[69]

Logo design

The distinctive "ribbon, ring, and stars"-styled title screen used in the first Sonic the Hedgehog and subsequent installments was something of a theme in early Sega games. While difficult to prove, inspiration likely came from the title screen from the 1988 Sega arcade game Wonder Boy III: Monster Lair, which bears similarities to that of the 1986 Sega arcade game Alex Kidd: The Lost Stars.

AlexKiddLostStars title.png WB3ML Title.png Sonic1 title.png

The addition of "wings" hearkens back to Ohshima's interest in aviation emblems,[17] being a feature of medals awarded to American air force service personnel since the second World War.

The "SONIC" text is attempting to emulate the "chrome" design seen across numerous logos across the 1980s and early 1990s (including the Mega Drive console itself). This trend is usually attributed to the 1979 film, Mad Max.

Concept art

Twin Stars proposal

In 1989,[70] Naoto Ohshima began conceptual work on a game with the working title Twin Stars.[7] The premise of the game featured a pair of twin brothers from the Dream World defending it against the boss of the Nightmare World, "Thirteen."[7] An action game with smooth terrain, it was also to feature loops that the characters would run through. While the gameplay concept was approved by Ohshima's superiors, the characters were not,[8] leaving Ohshima to come up with a new protagonist.[71] The concept of a Nightmare World and Thirteen would continue to exist as a temporary enemy after Sonic the Hedgehog was created until the world of Sonic was further developed.[72]

Character concept art

Unused character art

The following is a collection of images drawn by a variety of Sega employees during the internal competition to create a new mascot for the company. The majority of these images come from the Sonic History Video, a promotional VHS tape made available to those who preordered Sonic the Hedgehog 3 in Japan.

Sonic the Hedgehog & Dr. Eggman

Madonna & unnamed enemies

Sonic & Madonna. Also pictured is Eggman dressed in a bee-like outfit, plus various enemy concepts that went unused.

Among the original concept of Sonic the Hedgehog was a character named Madonna. Inspired in part by the singer of the same name,[90] she was intended to be a love interest for Sonic. When Naoto Ohshima first showed off Sonic’s design, many of his colleagues thought that the character was "cute" and "a child," but in Ohshima’s mind Sonic was a bit older and mature.[9] To make this clearer, he created an adult woman in a red dress who would be his girlfriend.[21] She was meant to be "like a male fantasy," chasing the hedgehog about.[35] Whether or not she was meant to literally follow him in the game at any point is unknown, though it is likely she was to chase him only in promotional material.

Sega of America's project manager for Sonic, Madeline Schroeder, stated that she was responsible for the removal of the character in an attempt to make the game an easier sell in western markets[35]. However, this was later contradicted by Yuji Naka during an interview at Summer of Sonic 2011. When recalling the development process, Naka explained that Madonna never went beyond the concept stage primarily due to the stark comparison her presence would have made between Sonic and the Super Mario Bros. series. Having a heroine who would be kidnapped and subsequently rescued by the hero of the game had become a cliché, and the team decided they should focus on Sonic just fighting the main villain.[91]

One of the initial pieces of concept art featuring Madonna also included a variety of potential enemies Sonic would be forced to fight. When responding to an email from a fan, Naoto Oshima stated:

Thanks for your mail. I drew that. Why is the boss of that drawing a monster? Is that a fantasy world? The world in the drawing is a nightmare world. Since I've got nothing to do, I'll write the reason on Twitter. This was Sonic's original concept before it became what it is now.

Naoto Oshima[92]

In the first ever public demo of Sonic the Hedgehog, a large-jawed enemy was visible, technically being the first sprite Sonic ever had to face off against. As the concept for Sonic was refined, this enemy was completely removed. In the end, the only antagonist that survived was the bumblebee-clad man, who would eventually become Dr. Eggman.

Sonic the Hedgehog Band

The Sonic the Hedgehog Band, in full color.

During the development process, Sonic was at one point meant to front a musical group, serving as lead singer. The other members of the band were Max the Monkey on bass guitar, Mach the Rabbit on drums, Sharps the Parakeet on lead guitar, and Vector the Crocodile on keyboards. In storyboards that were part of the original Sonic the Hedgehog design document,[93] the various members of the band were meant to be a part of the story, needing rescue by Sonic after having been captured by Dr. Eggman. They were also meant to bookend the game, featured not only in the ending but also seen when the Sega logo appeared.

Though it is currently unknown if they were ever realized in an early prototype of the main game, the band was also planned to be used in a separate sound test screen. Wanting to do something special for the music, an elaborate animated sequence was conceived, featuring Sonic the Hedgehog moonwalking and breakdancing along to the music his band would perform.[94]

Two disparate accounts exist regarding why the band was completely removed. Madeline Schroeder, among others, have stated that it was a decision from Sega of America to cut the band from Sonic, in their effort to soften the character and his world for an American audience.[35] However, Yuji Naka claimed that the reason for the band's removal was far more benign, an unfortunate victim of time constraints. With the sound test relegated to the hidden level select, the freed up memory in the program was instead used to house the "SEGA" chime that was used in Japanese advertisements of the time. The sound clip ended up using an eighth of the cartridge space.[94] Naka would later say his epiphany to use the sound was "a very good decision."[95]

Removed from the final product, the band characters would be used in a limited capacity for promotion of the game, including a handful of color illustrations and a cameo appearance in the first volume[96] of Sonic the Hedgehog Story Comic. While a character similar to Sharps named Max the Parrot[97] would be conceptualized in 1992,[98] Vector would end up being the only character from the band to become a member of the game cast.

The visual of Sonic holding a microphone was featured in the credits of the 8-bit version of Sonic the Hedgehog, though it is unknown if the sprite art used was based on any sprite intended for the removed 16-bit sound test, or simply inspired by concept art.

Game concept art

Naoto Ohshima

Levels

The following is a collection of images drawn by Naoto Ohshima during the production of Sonic the Hedgehog's Zone creation process. It is possible that two of these pieces are meant to represent the unmade levels "Gold World" and "Chinese World."[43]

Animated Sequences

The following is a collection of conceptual storyboards for various animated sequences and cutscenes drawn by Naoto Ohshima in 1990.

Enemies

The following are early drawings of various Badniks in Sonic the Hedgehog.

Hirokazu Yasuhara sketches

Hirokazu Yasuhara was the lead game designer on Sonic the Hedgehog. Below are a number of his sketches showcasing layout and zone obstacles, some of which would not make it into the final version of the game.

'90 Tokyo Toy Show

Sonic the Hedgehog demo

Sonic the Hedgehog was officially revealed to the world at the '90 Tokyo Toy Show which took place during the second week of June, 1990. Shown off early in the development process, not even the loops of Green Hill Zone existed, Sonic only able to "run at high speed on a slightly wavy track."[16] As so little was done at the time, the team wanted to try and "bluff" their way through the demo,[16] making the game look far more polished than it actually was. The draw was the seven layers of parallax scrolling, with trees and rock formations in the foreground moving independently from clouds and other objects in the background.

Lacking a promotional budget for the show, Naoto Ohshima ended up making a number of signs and posters by hand, having them set up in and around Sega's booth.[16]

Years later, during the development of Sonic Mega Collection, Naka wanted to include this specific prototype in the game compilation.[119] Unfortunately, he was unable to find the ROM in Sonic Team's archives.

Title screen

Green Hill Zone

Other

Rotation tech demo

Separately at the Tokyo Toy Show, Sega had a brief technical demonstration of the Mega Drive hardware, showing real-time rotation and scaling. The graphics used in the demo featured various Sega properties, including Alex Kidd, Phantasy Star and the brand new Sonic the Hedgehog. In the demo, a single image of Sonic, Madonna and the game's logo is shown scaling in real time over a background of Sega logos. A sped-up version of the Green Hill Zone music is played during the sequence[125].

Winter Consumer Electronics Show 1991

A still from the playable demo of Sonic the Hedgehog from CES 1991. Visible are the flashing Eggman monitor and a decidedly different version of the Ton-ton.

On March 12, 1991, an episode of Computer Chronicles[126] focused on the 1991 Winter Consumer Electronics Show. The show happened to include footage of an early build of Sonic the Hedgehog, which was playable on the show floor. Numerous differences from the final game can be seen even in the short glimpse of Green Hill Zone. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief appearance of an Eggman monitor which goes unused in the final game.

The monitors seen in this footage[127] seem to be cycling through different power-up icons - in the footage available, the first monitor which appears can be seen to change between an Eggman icon and a Sonic icon, and the second monitor cycles through the first and second frames of static, and finally to the Eggman icon just as it disappears off-screen. Each frame seems to be displayed for around half a second before changing to the next in sequence - as the player doesn't break either monitor, it's unknown whether the effect of the monitor was intended to be dependent on which icon was displayed when it was broken, or if the programming for the monitors had yet to be finalized and this was simply a test routine for displaying the various different power-up icons.

There are also examples of an earlier Ball Hog enemy that attacks in a similar fashion to the Crabmeat found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in Scrap Brain Zone. Concept art for this variation of the Ball Hog can be seen within the Japanese Sonic the Hedgehog manualMedia:Sonic1 MD JP manual.pdf[128]. Coding for this Ball Hog exists within the dumped prototype, where it drops projectiles directly downward.

Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. Sonic's position is represented differently by the debug mode in the final game.

While visually the Green Hill Zone is slightly different from the final version of the level, elements such as the purple flowers and the strikingly close shades of blue in the background did make their way in the finished version. The flowers make an appearance in the ending sequence, while the original Green Hill Zone background appears on the title screen.

Promotional screenshots

The following is a collection of images published in a variety of sources used to advertise Sonic the Hedgehog and to comment on its progress. Many of these screenshots can be sourced from the dumped prototype, though a few screenshots may have come from earlier/later builds before the final release.

CES-like builds

Title screen

Green Hill Zone

Marble Zone

Sparkling Zone

Labyrinth Zone

Clock Work Zone

Special Stage

Dumped prototype

These screenshots line up with the dumped prototype:

"Official" screenshots

These screenshots were produced by Sega themselves for promotional material:

Title screen

Green Hill Zone

Act 1
Act 2
Act 3

Marble Zone

Sparkling Zone

Labyrinth Zone

Star Light Zone

Clock Work Zone

Special Stage

Late RING builds and Early RINGS builds

References

  1. "Big discovery! ! Sonic the Hedgehog initial development site.Sega R&D news footage of February 1990. Sonic's ground collision is shown on the screen. This is 24 years old Yuji Naka.", @nakayuji on Twitter (Wayback Machine: 2018-06-24 09:49)
  2. @nakayuji on Twitter (Wayback Machine: 2021-10-15 04:15)
  3. "Though it was a more powerful unit, Sega's Master System, marketed as the Mark III in Japan, had not fared well in that country, where Nintendo controlled more than 90 percent of the market.", File:UltimateHistoryofVideoGames Book US.pdf, page 320
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 File:SonicAVeryQuickHistory GameTap Video Part1.mp4
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  18. ""I recently found the second draft of the proposal for Sonic. This was created by myself and Hayashida (Kotaro, who was then chief of the planning section). For the first draft, the main characters were called Twin Star, a pair of boys who fought against nightmares. In the second draft, there are remnants of the word 'nightmare.' After that, I joined with Yuji Naka, and the character became the hedgehog called Sonic."", Beep21 https://forums.sonicretro.org/index.php?threads/naoto-ohshima-twin-star-wonder-hedgehog-1990-tokyo-toy-show-and-other-goodness.40767/ Beep21 (Wayback Machine: 2022-04-27 23:15)
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Sonic the Hedgehog (16-bit)
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